WO2007026468A1 - Game result evaluating method and device - Google Patents

Game result evaluating method and device Download PDF

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Publication number
WO2007026468A1
WO2007026468A1 PCT/JP2006/313819 JP2006313819W WO2007026468A1 WO 2007026468 A1 WO2007026468 A1 WO 2007026468A1 JP 2006313819 W JP2006313819 W JP 2006313819W WO 2007026468 A1 WO2007026468 A1 WO 2007026468A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
player
result
determination
reference mark
Prior art date
Application number
PCT/JP2006/313819
Other languages
French (fr)
Japanese (ja)
Inventor
Hideyasu Nakano
Toyokazu Sakai
Takuya Kobayashi
Yasushi Mito
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Priority to CN2006800224542A priority Critical patent/CN101203286B/en
Priority to EP06780989A priority patent/EP1920804A4/en
Publication of WO2007026468A1 publication Critical patent/WO2007026468A1/en
Priority to US12/037,610 priority patent/US7988545B2/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • A63F13/10
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6036Methods for processing data by generating or executing the game program for offering a minigame in combination with a main game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8047Music games

Definitions

  • the present invention relates to a game score evaluation method for evaluating game scores obtained by a plurality of players playing a game and displaying the evaluation results.
  • Patent Document 1 the position of a player's game results in the whole country or in a store is generally indicated to the player by a ranking display (Patent Document 1). Based on this display, each player is expected to participate actively in order to improve their rank.
  • Patent Document 1 Japanese Patent Laid-Open No. 2000-51523
  • the average evaluation of the game results may be an incentive factor for the average player or lower players. If only the extraordinary players occupy the top ranks, many other players will be offended, and the rankings that stimulate players' willingness to participate will be counterproductive. On the other hand, even if a player with no skill can easily rank up, a player with high skill will be motivated to participate.
  • the ranking display performed after the game ends stimulates the player's willingness to improve skills, it does not provoke the player's willingness to continue to participate.
  • the ranking display only shows an absolute rating for the player based on the game results, and does not give the game fun after the game ends! /.
  • the purpose is to provide a game performance evaluation method that grants motivation to players with V skills.
  • Invention 1 provides a game score evaluation method for evaluating a player score for each predetermined evaluation item. The method includes the following steps.
  • a designation receiving step for accepting a player's ability to designate the timing at which the reference mark is positioned in any of the determination results during circulation in the circulation step;
  • this game score evaluation method the scores of players are compared for each evaluation item evaluated in a music game or the like. Based on the comparison result, the player's victory or defeat in the secondary game is determined, so that the player's performance in the primary game is indirectly evaluated in the secondary game. Also, by executing the secondary game after the primary game, it is possible to provide players with added value, that is, the fun of another game, rather than merely evaluating the player's performance in the primary game. .
  • Winning or losing of the secondary game is based on superiority or inferiority for each evaluation item evaluated in the primary game.
  • the determination of superiority or inferiority may be performed by comparing the results for each evaluation item as they are, or by comparing the results for each predetermined comparison item obtained by combining the evaluation items. This is because even in the latter case, it becomes an indirect superiority / inferiority judgment of the evaluation item in the primary game. It is clear to the player that the decision of winning or losing based on the result of superiority or inferiority should involve some sort of computer intervention. Therefore, it is easy to get the player's consent for winning or losing the secondary game.
  • the invention 2 is the invention 1, wherein the circulation step displays again the display position of the determination result for each of the evaluation items by shifting one by one along the arrangement direction of the determination result.
  • a game performance evaluation method is provided that circulates the display position of the determination result for each evaluation item.
  • the determination results are displayed on cards arranged in a horizontal row
  • the cards are shifted one by one in the right or left direction.
  • the horizontal array circulates in the right direction at a constant speed.
  • the reference mark may be displayed at a predetermined position, for example, a fixed position of the third card of the left force. Further, the reference mark may move at a constant speed, for example, in the direction opposite to the determination result. In this way, the reference mark and the determination result array circulate relative to each other, and the relative circulation speed is constant. If the relative circulation speed is constant, the player can easily aim for a determination result advantageous to him / her.
  • the invention 3 provides the game result evaluation method according to the invention 1 or 2, wherein the circulation step circulates the reference mark along the arrangement direction of the determination result for each evaluation item.
  • the reference marks are shifted one by one in the right or left direction.
  • the arrangement of the determination results may be stopped without being circulated, or may be circulated at a constant speed in a direction opposite to the reference mark, for example.
  • the reference mark and the determination result array circulate relative to each other, and the relative circulation speed becomes constant. If the relative circulation speed is constant, the player can easily aim for a determination result advantageous to him / her.
  • the reference mark when the determination result is displayed on a circularly arranged card, the reference mark circulates clockwise or counterclockwise. Also, for example, when the determination result is displayed on cards arranged in a vertical row, the reference mark circulates downward or upward. That is, the reference mark circulates along the determination result array in a trajectory and direction according to the display form of the determination result.
  • the invention 4 provides the game score evaluation method according to the inventions 1 to 3, wherein the determination step receives the score of another player for each of the evaluation items from a computer terminal connected via a network. To do.
  • the game terminal device that executes this game score evaluation method is connected to a central server via a network.
  • the center server collects and stores the player's personal data, for example, results and authentication information for each evaluation item in the primary game.
  • the game terminal device that has finished executing the primary game receives a part of the personal data of other players in response to a request to the center server.
  • the invention 5 provides the game result evaluation method according to any one of the inventions 1 to 4, wherein the result display step displays the determination result by either the first value or the second value.
  • Invention 6 is the invention 1 to 5, wherein
  • the result display step displays the determination result as either the first value or the second value.
  • the circulation step includes the first value and the first value in the determination result array for each evaluation item.
  • a composite array is generated by adding the same number of values of 2, and the composite array and the reference mark are circulated relative to each other.
  • the first value is “win” and the second value is “negative”.
  • “Win” and “Negative” indications are added for each N (N is a natural number). Is granted.
  • the player can aim for a one-shot reversal in the secondary game by aiming for “win”. This means that depending on the player's skill, he can win the secondary game in reverse. In other words, even a player with poor primary game skills may win a secondary game if he or she successfully wins the secondary game.
  • the invention 7 is the game according to the invention 5 or 6, wherein the result display step and the circulation step display the first value and the second value in different display forms. Completion Provide performance evaluation methods.
  • the player can easily aim for “win” from among the circulating values. As a result, the player can have a chance to win and the player's willingness to participate can be increased.
  • the invention 8 provides a game performance evaluation apparatus for evaluating the performance of a player for each predetermined evaluation item.
  • This apparatus includes the following means.
  • a result display means for displaying the judgment results for each evaluation item arranged in a predetermined direction
  • Circulation means to circulate automatically
  • Win / loss determining means for determining the player's win / loss according to the determination result of the reference mark being positioned at the specified timing.
  • This game score evaluation apparatus has the same effects as the first aspect of the invention.
  • the invention 9 provides a game score evaluation program executed by a computer that evaluates the score of a player for each predetermined evaluation item. This program causes the computer to function as the following means.
  • a result display means for displaying the judgment results for each evaluation item arranged in a predetermined direction
  • Circulation means to circulate automatically, A designation accepting means for accepting a player's ability to designate a timing at which the reference mark is located in any of the determination results during circulation by the circulation means;
  • Win / loss determining means for determining the player's win / loss according to the determination result of the reference mark being positioned at the specified timing.
  • the player's primary game results and the secondary game's own skills are reflected in the secondary game's wins and losses, so it is necessary to participate in the primary game to play the secondary game. This will result in stimulating motivation and interest in secondary games.
  • FIG. 1 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment.
  • FIG. 3 is an external perspective view of a music game device which is a specific example of a game terminal device.
  • FIG. 9 is a conceptual explanatory diagram of personal data stored in the center server shown in FIG.
  • FIG. 10 is an explanatory diagram showing the functional configuration of the CPU of the game terminal device
  • FIG. 14 is an explanatory diagram showing an example of the secondary game result screen.
  • FIG. 15 is a flowchart showing an example of the flow of main processing performed by the game terminal device
  • FIG. 16 is a flowchart showing an example of the processing flow of the secondary game subroutine.
  • FIG. 17 is an explanatory diagram showing another arrangement form of the determination result field F1.
  • the game score evaluation method In the game score evaluation method according to the present invention, players are confronted again using the player scores evaluated for each predetermined parameter (corresponding to an evaluation item) during the execution of various games. That is, another game (hereinafter referred to as a secondary game) is performed after various games (hereinafter referred to as a primary game).
  • a secondary game In the primary game, the player's score is evaluated for each predetermined comparison item based on the parameters of the primary game.
  • the outcome of the secondary game depends on the player's performance for each parameter in the primary game and the skill of the player in the secondary game. Therefore, the player's efforts and skills in the primary game are utilized in the results of the secondary game.
  • FIG. 1 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment of the present invention.
  • This game system includes a center server 100 and a plurality of game terminal devices 200a, b,.
  • the game system may further include mobile phones 150a, b ... and personal computers 160a, b ....
  • the game terminal device 200, the mobile phone 150, and the personal computer 160 are connected to the center server 100 via a network 300 such as the Internet.
  • the center server 100 receives personal data of each player from the game terminal device 200 and stores it. In response to a request from the game terminal device 200, the center server 100 transmits personal data to the request source.
  • the center server 100 includes the following elements (a) to (e).
  • CPU 101 A plurality of functions to be described later are realized based on a control program stored in ROM 103 or RAM 102.
  • RAM 102 temporarily stores control programs, personal data, and the like.
  • ROM103 Stores control programs and the like.
  • Network communication unit 104 Sends and receives data to and from the game terminal device 200, the mobile phone 150, and the personal computer 160 via the network 300.
  • Data storage unit 105 Stores personal data for each player transmitted from the game terminal device 200.
  • Personal data includes player IDs, authentication information such as passwords, and ranks. Further, in the present invention, it is included in the cumulative value of the results for each parameter in the past primary game executed by each player and the personal data of the secondary game cumulative performance power. Details of these personal data will be described later.
  • FIG. 2 shows an example of the configuration of the game terminal device 200.
  • the game terminal device 200 acquires personal data of other players from the center server 100 after the execution of the primary game. A secondary game is played based on the acquired personal data, and the result is displayed.
  • the game terminal device 200 has the following elements (a) to (m)!
  • CPU 201 Realizes a plurality of functions to be described later based on a control program stored in ROM 203 described later and primary game and secondary game data stored in RAM 202 described later.
  • RAM 202 Temporarily stores various data for primary game and secondary game such as various variables and parameters.
  • ROM 203 Stores control programs and various parameters.
  • Network communication unit 204 Sends and receives data to and from the center server 100 via the network 300.
  • Monitor 206 Displays the game images in the primary game and the secondary game, the results for each parameter in the primary game, the results of the secondary game, and the like.
  • Drawing processing unit 205 Generates image data to be displayed on the monitor 206.
  • Speaker 208 Outputs sound effects and other sounds when the next game and secondary game are running, when the demo screen is displayed, and when the results of the primary game and secondary game are displayed.
  • Audio playback unit 207 Generates sound data to be output to the speaker 208.
  • Input operation unit 211 Accepts player instruction input.
  • the guitar controller has a simulated shape, but may be a controller that simulates any other shape, for example, a drum or a stringed instrument.
  • the input operation unit 211 may include a keyboard, a joystick, operation buttons, a lever, a pedal, and the like.
  • Card reader / writer 212 Reads the card ID of the magnetic card force inserted. If necessary, you can write the player ID and game results.
  • Coin accepting unit 213 Accepts credits from inserted coins.
  • External device control unit 210 Input operation unit, card reader / writer 212 and coin acceptance unit 21
  • External input / output control unit 209 Generates control signals for external devices such as an input operation unit, a card reader / writer 212, and a coin receiving unit 213. It also receives detection signals from external devices and sends them to CPU201.
  • FIG. 3 is an external perspective view of a music game device which is a specific example of the game terminal device 200.
  • a music game is executed as a primary game.
  • the music game apparatus is provided with a monitor 206 on the front surface of the housing.
  • an input operation unit 21 la such as a start button is provided on the left and right of the monitor 206, and two left and right coin receiving units 213 are provided on the lower side thereof.
  • a card reader / writer 212 is provided below the coin receiving unit 213.
  • a simulated musical instrument as the input operation unit 211 for inputting a rhythm sound by the player that is, a guitar controller 21 lb is placed.
  • a speaker 208 is provided at the upper part of the housing of the monitor 206 to produce an effect on the performance music. If two guitar controllers (21 lb) are installed side by side, two players can play music games by inputting each guitar controller (2 1 lb).
  • FIG. 4 is an enlarged view of the guitar controller.
  • the guitar controller 21 lb has three types of neck buttons R, G and B for selecting the type of rhythm sound.
  • the guitar controller 211b has picking input means 211b-1 for determining the output timing of the rhythm sound selected by at least one neck button.
  • the guitar controller 211b It has a switching switch 21 lb-2 that is arranged below the king input means 211b-1 and switches the output mode of the rhythm sound.
  • the game terminal device 200 configured as described above performs a game in the following manner in accordance with the control program stored in the ROM 203.
  • the player inserts his / her own magnetic card into the card reader / writer 212 and inserts coins into the coin receiving unit 213.
  • the game terminal device 200 reads the card ID for identifying the card from the magnetic card inserted in the card reader / writer 212 and requests input of a password.
  • the entered password is checked against the data of the center server 110 and personal authentication is performed.
  • the CPU 201 executes the control program and the game is started.
  • FIG. 5 is an example of a song selection screen displayed on the monitor 206.
  • the song selection screen accepts the player's ability to select the difficulty level and the song.
  • the difficulty level (“ADVANCEDJ” in the figure) “36” and the song name “NO MORE CRYING” are selected.
  • FIG. 6 is an example of the game screen 223 shown on the monitor 206.
  • a notch 224 indicating the operation timing for each rhythm sound corresponding to each performance (BGM) is shown on the notation display unit 221 for each rhythm sound as shown in FIG.
  • the notch 224 sequentially moves independently for each rhythm sound in the direction facing the reference line 222 of the notch display portion 221 (the upward direction in FIG. 6) as each piece of music progresses. This is the operation timing at which the force player should operate the picking input means 211b-1 when the notch 224 and the reference line 222 coincide.
  • the player confirms the position of the notch 224, operates the neck buttons R, G, B with one hand in accordance with the rhythm sound, and picks input means 21 lb-1 with the other hand and the switching switch.
  • H Operate 21 lb—2 and input the operation signal.
  • the CPU 201 monitors the difference between the operation timing and the input timing of the operation signal, and selects "Perfect", “Great”, “Good”, “Poor”, “Miss” according to the magnitude of the difference. Displayed on the display unit 221, and the occurrence frequency is counted. The CPU 201 Based on the degree, the player's score is determined for some or all of the predetermined parameters. In this example, there are the following seven parameters. However, the type and number of parameters can be set in this way depending on how the primary game is created.
  • Difficulty level The difficulty level of the music selected by the player (see FIG. 5).
  • FIG. 7 is an example of a result screen at the end of the music game.
  • CPU201 has skill points 71 ("EXTREME” 86% in the figure), maximum combo number 72 ("MAXCO MBO” 234 (96% in the figure), rank 73 ("S” in the figure), score 74 ( In the figure, “SCORE” 35468269) is displayed on the monitor 206.
  • FIG. 8 is an explanatory diagram showing a functional configuration of the CPU 101 of the center server 100.
  • the CPU 101 has personal data collection means 111 and opponent selection means 112. Prior to the explanation of these means, personal data will be explained.
  • FIG. 9 is a conceptual explanatory diagram of personal data.
  • the personal data is stored in the data storage unit 105 of the center server 100.
  • the personal data includes “player”, “player name”, “authentication information”, “card”, “rank”, “parameter cumulative results”, and “secondary data”.
  • 1 record is included in one record.
  • “Player ID” is identification information for identifying a player.
  • “Player name” is the name of the player.
  • Authentication information” is a password or personal identification number used for player authentication.
  • Card ID is identification information for identifying a card owned by the player. Each card has a card ID recorded therein. “Rank” indicates the rank to which the player belongs.
  • the center server 100 updates the rank of the player.
  • “Parameter cumulative score” indicates the cumulative value of the score for each parameter (hereinafter referred to as “normometer cumulative score”) in the primary game played by the player in the past.
  • the cumulative value for each parameter may be the cumulative value for each parameter calculated in a certain type of primary game, and it is evaluated in common for different types of primary games and different versions of primary games. It may be the cumulative value of the parameter performance.
  • Secondary game cumulative results indicates the total number of secondary game wins and losses at a certain rank. If the rank changes, the secondary game cumulative results will be reset.
  • the personal data collection unit 111 receives personal data from each game terminal device 200 and updates the data storage unit 105. For example, if the result of the secondary game received from the game terminal device 200 indicates that the number of wins in the secondary game of a player exceeds a predetermined number, the personal data collection means 111 causes the personal data to be ranked up. Update.
  • the opponent selection means 112 selects an opponent of the secondary game in response to a request from the game terminal device 200. For example, upon receiving a request including a player ID, the opponent selection means 112 selects another player ID belonging to the same rank as the player ID. The parameter accumulated results of the selected player ID are transmitted to the request source game terminal device 200 by the personal data collecting means 111. The request source game terminal device 200 that has received this executes the secondary game based on the accumulated parameter results!
  • FIG. 10 is an explanatory diagram showing a functional configuration of the CPU 201 of the game terminal device 200.
  • CPU 201 includes determination means 211, result display means 212, circulation means 213, designation receiving means 214 and It has a win / loss determination means 215.
  • the determination means 211 requests the parameter cumulative results of other players from the center server 100 and acquires them.
  • the determination unit 211 adds the score for each parameter of the player obtained in the primary game to the parameter total score for the player for each parameter, and updates the parameter total score for the player.
  • the judging means 211 compares the updated parameter cumulative results with the parameter cumulative results of other players for each parameter. This comparison may be performed for all parameters evaluated in the primary game, or only for some parameters.
  • the determination unit 211 determines the superiority or inferiority of the player with respect to other players for each parameter based on the comparison result. Note that the player's accumulated parameter results are downloaded from the center server 100 together with other personal data before the start of the primary game (see step S4 of the main process described later).
  • the parameters used in the primary game may be used as comparison items in the secondary game as they are, and the values of the parameters obtained in the primary game may be compared as they are to determine superiority or inferiority. But it doesn't have to be.
  • a combination of a plurality of parameter values in the primary game may be used as a comparison item in the secondary game.
  • the value of the comparison item in the secondary game can be determined as follows.
  • comparison item 1 is an example in which two of the primary game parameters are combined for comparison.
  • Comparison items 2 to 6 are examples in which the primary game parameters are used as they are for comparison items in the secondary game.
  • the determination unit 211 obtains the value of the comparison item in the secondary game based on the accumulated parameter results of the respective players, and compares them to determine the superiority or inferiority of the player in each comparison item.
  • the determination means 211 compares the player's score with the score of another player for each predetermined comparison item based on the parameters in the primary game, and determines the player's superiority or inferiority for each comparison item based on the comparison result. to decide. In other words, even if the number of parameter items of the player is different from the number of parameter items of the other players, the value of the comparison item is calculated based on the performance of the parameters common to both, so that the secondary game match can be achieved. Is possible.
  • comparison and superiority / inferiority determination may be performed based on the results of some parameters. Therefore, even if the primary game executed by the player and the opponent of the secondary game is different, the secondary game can be executed.
  • the determination unit 211 refers to the accumulated secondary game score of the player, and outputs the ascending test notification screen if the number of wins reaches a predetermined number. For example, when ranking up every 6 wins, if the number of wins has reached 5 wins, a predetermined ascending test notification screen is output.
  • FIG. 11 is an explanatory diagram showing an example of the ascending test notification screen. From this screen, the player realizes that if the player wins the next secondary game, the player can rank up.
  • the result display means 212 displays the confrontation screen on the monitor 206.
  • FIG. 12 is an explanatory diagram showing an example of a confrontation screen displayed by the result display unit 212.
  • the result of superiority or inferiority for each comparison item calculated by the determination means 211 is displayed in a determination result field F1 arranged along the horizontal direction of the screen.
  • Each determination result field F1 corresponds to each parameter one to one.
  • the judgment result is displayed as “win” or “negative”!
  • the judgment results for the comparison items “physical strength”, “biliary”, “agility”, “arm strength”, “technique” and “weight” are displayed.
  • the names of the comparative items used in the secondary game are “physical strength” and “boldness”.
  • the names of the parameters used in the primary game are “skill points” and “maximum number of combos”. ⁇ May or may not match.
  • the result display unit 212 preferably displays the determination result as a binary value.
  • the result display means 212 displays the determination result as “win” for the comparison item determined that the player is superior to the other players, and the comparison is determined that the player is inferior.
  • the determination result may be displayed as “negative”.
  • the player can easily determine whether there is a lot of deviation, such as “win” or “negative”, and can easily grasp whether or not the situation is advantageous to himself / herself.
  • the player can determine the timing at which the reference mark RM is positioned in the “win” field while the determination result field array FA and the reference mark RM are circulating as described later. It becomes easy to aim.
  • the result display unit 212 may display the binary values in different display forms. For example, by displaying “win” and “negative” in different colors, the player can easily distinguish between “win” and “negative”. As a result, the player can have a chance to win and the player's willingness to participate can be increased. In addition, the width and height of the “Win” field may be displayed larger than the “Negative” field.
  • the result display unit 212 may display a composite array obtained by adding the same number of binary values to the determination result field F1 as the determination result field array FA.
  • FIG. 12 shows a display example of the judgment result field array FA in which the “win” and “negative” fields F2 are added to the right end one by one. Adding the additional field F2 and displaying the parentheses has the following effects. In other words, even if the player loses all of the comparison items in the secondary game, if the “win” and “negative” fields are added by a predetermined number, the player is given the winning ability S without fail. In other words, the player can aim for a single reversal in the secondary game by aiming for “win”. This depends on the skill of the player Means you can win the secondary game in reverse. In other words, even a player who lacks the skill of the primary game may win the secondary game if he or she successfully wins the secondary game.
  • the additional field F2 does not necessarily have to be displayed on the confrontation screen showing the determination result.
  • the result display means 212 may initially display the confrontation screen without displaying the additional field F2, and then may additionally display the additional field F2. In this way, the determination result for each comparison item can be transmitted to the player as it is, and the player can be notified that the additional field F2 has been added.
  • the circulation means 213 moves the display position of both or one of the determination result field array FA and the predetermined reference mark RM along the alignment direction of the determination result field array FA. As a result, the determination result field array FA is circulated relative to the reference mark RM.
  • the determination result field array FA may include the additional field F2 described above.
  • FIG. 13A is an explanatory diagram in which the determination result field array FA circulates.
  • Judgment result field The procedure for circulating the array of FA is as follows.
  • the circulation means 213 shifts each field position of the determination result field array FA by a predetermined distance along the field array direction (A direction and B direction in the figure), and displays it again. By repeating this, the field position corresponding to each parameter is circulated.
  • each judgment result field F1 is shifted in the direction A in the figure (right direction in the figure), and the field that has reached the right end moves to the left end on the opposite side, and then shifts toward the right end again.
  • the shift amount may be a predetermined number of dots or a field width.
  • the judgment result field array FA in the horizontal row circulates at a constant speed in the right direction.
  • the reference mark RM may be fixed at a predetermined position, for example, the fourth field position of the left force, or circulates along the determination result field array direction as described later. May be.
  • the circulation direction may be switched every predetermined time.
  • FIG. 13B is an explanatory diagram in which the reference mark RM circulates.
  • the circulation means 213 unifies the reference mark RM by repeatedly shifting the predetermined reference mark RM by a predetermined distance along the arrangement direction (A direction and B direction in the figure) of the determination result field F1. It can be circulated at a constant speed.
  • the amount of deviation may be a predetermined number of dots or the width of one field. For example, in Fig. 13 (b), when the reference mark RM is shifted by one field in the A direction (right direction in the figure), the reference mark RM that has reached the right end moves to the left end and moves toward the right end again. Shifts one by one.
  • the reference mark RM circulates in the right direction along the determination result field array FA in one horizontal row. At this time, the determination result field array FA may be stopped, or may be circulated along the determination result field array direction.
  • the reference mark RM is not particularly limited as long as it is a mark that specifies which field of the determination result field array FA. For example, emphasis marks and lamps that highlight a field, and an enlarged display of a field.
  • the circulation direction of the reference mark RM is the same as or opposite to the circulation direction of the judgment result field array FA.
  • the judgment result field array FA and the reference mark RM are circulated in the same direction. In such a case, the circulation speed is adjusted so as not to be the same. This way, the reference mark
  • the RM and the judgment result field array FA circulate relative to each other, and the relative circulation speed is constant. If the relative circulation speed is constant, the player can easily aim for a determination result that is advantageous to him.
  • the circulation means 213 may circulate the determination result field array FA including the additional field F2.
  • the judgment result field array FA including the additional field and the reference mark RM circulate relative to each other.
  • the circulation direction of the determination result field array FA and the reference mark RM changes depending on the arrangement form of the determination result field F1. For example, when the determination result field F1 is arranged in a ring shape, the circulation direction is clockwise or counterclockwise. For example, when the judgment result field F1 is arranged in a vertical line, the circulation direction is from top to bottom or vice versa.
  • the relative circulation speed between the determination result field array FA and the reference mark RM is such that the player can aim at the “win” field and the player does not have 100 out of 100. preferable.
  • the judgment result field array FA takes a cycle of 0.1 to 0.5 seconds. Speed is preferred.
  • the circulation speed varies depending on various factors such as the size of each field, the size of the monitor 206, and the display form of the judgment result.
  • the designation receiving means 214 receives from the player the designation of the timing at which the reference mark RM is positioned in one of the determination result fields F1 while the determination result field array FA and the reference mark RM are circulating.
  • the designation receiving means 214 displays the secondary game result screen in which the circulation is stopped.
  • FIG. 14 is an example of a secondary game result screen in which the player power designation is accepted and circulation is stopped.
  • the reference mark RM is shown as an enlarged display of the decision result field F1, and the 4th “win” field for the left force is shown.
  • the reference mark RM is located in the field! /
  • the winning / losing determining means 215 determines the player's winning or losing in the secondary game according to the value of the determination result field F1 where the reference mark RM is located at the timing designated by the player. In the example of FIG. 14, since the reference mark RM is located in the “win” field, it is determined that the player has won the secondary game. Further, the winning / losing determining means 215 transmits the score for each parameter in the primary game that ended before the start of the secondary game and the winning / losing result in the secondary game to the center server 100.
  • FIG. 15 is a flowchart showing an example of the flow of main processing performed by the game terminal device 200. When the game terminal device 200 is powered on, the following processing is started.
  • Steps S1-2 The CPU 201 waits for an instruction to execute a game while displaying a demo screen (Sl). For example, when a coin is inserted and a magnetic card is inserted into the card reader / writer 212 (S2), the process proceeds to step S3.
  • Step S3 The CPU 201 acquires the card ID read by the card reader / writer 212.
  • Step S4 The CPU 201 transmits the read card ID to the center server 100, and downloads personal data corresponding to the force ID. Downloaded personal data includes authentication information, accumulated meter results, and accumulated secondary game results. Next, the CPU 201 requests the player to input authentication information such as a password. The CPU 201 compares the input authentication information with the authentication information included in the personal data to confirm whether or not the player is associated with the card ID.
  • Step S5 The CPU 201 executes the primary game. Game execution is performed independently of this main process.
  • Steps S6 to S7 When the primary game ends (S6), the CPU 201 requests the opponent server selection in the secondary game and the parameter accumulated results of the opponent from the center server 100 (S7). This request includes a card ID. The center server that received the request The CPU 101 of the CPU 100 also selects the opponent of the other players belonging to the same rank as the player, and transmits the accumulated parameter results of the opponent to the game terminal device 200.
  • Steps 38-310 Ji? Upon receiving the opponent's accumulated parameter results from the center servo 100 (S8), 11201 obtains the results of each comparison item in the secondary game for the player and the opponent, and determines the superiority or inferiority of the player for each comparison item. (S9). The determination result is displayed on the confrontation screen (S10).
  • Steps S11 to S12 The CPU 201 determines whether or not to output an ascending test notification based on the number of wins included in the cumulative secondary game score received from the center server 100 in step S4. For example, in the case of ranking up every 6 wins, if the number of wins reaches 5 wins, “Yes” is determined, and the ascending test notification screen is output, and after a predetermined time has passed, the process proceeds to step S 13. If "No” is determined, the process proceeds to step S13.
  • Step S13 The CPU 201 executes a secondary game subroutine, which will be described later, and determines a win / loss result in the secondary game.
  • Step S14 The CPU 201 transmits to the center server 100, the latest parameter cumulative result reflecting the result of the executed primary game and the result of winning and losing the secondary game.
  • the secondary game cumulative score is updated based on the received data.
  • the rank is updated and the secondary game cumulative score is also reset. Then return to step S1 and wait for the next game to start. This process ends when the game terminal device 200 is powered off.
  • FIG. 16 is a flowchart showing an example of the processing flow of the secondary game subroutine.
  • the main process when the process proceeds to step S13, the following process is started.
  • Steps S21 to S23 The CPU 201 circulates the determination result field array FA displayed on the confrontation screen and the predetermined reference mark RM relatively to each other (S21). For ease of explanation, consider the case where the reference mark RM is fixed and the judgment result field array FA circulates. The CPU 201 waits for a timing instruction from the player until a predetermined time elapses while circulating the determination result field array FA (S22, S23). [0083] Steps S24 to S25: When the CPU 201 receives the timing specification from the player (S22), the value of the determination result field F1 at which the reference mark RM is located is set as the secondary game result. . Further, the CPU 201 stops the circulation of the determination result field array FA at the time designated by the player, and displays the secondary game result screen (S25).
  • Step S26 The CPU 201 selects the judgment result field F1 of V or deviation if the player force timing is not designated even after a predetermined time has elapsed after the circulation of the judgment result field array FA is started (S26), The value of the field is displayed as the result of the secondary game (S27, S25).
  • the result of the secondary game determined in this subroutine is transmitted to the center server 100 after the main process.
  • the performance in the primary game between the players is compared for each parameter evaluated in the primary game such as a music game. More specifically, the value of the comparison item used in the secondary game is based on the parameters evaluated in the primary game. Since the player's win / loss in the secondary game is determined based on the value of such a comparison item, the player's performance in the primary game is indirectly evaluated for the win / loss in the secondary game. However, it is clear to the player that there is no intervention by the computer in the determination of victory or defeat based on the judgment result of superiority or inferiority. Therefore, it is easy to obtain the player's consent for winning or losing the secondary game.
  • the player can aim for a judgment result that is advantageous to him / her depending on his / her skill. This gives players an incentive to "reward the outcome of their efforts". For example, even if there is only one “Excellent” among N parameters, the player can win the secondary game if he / she succeeds in targeting only “Excellent”. Conversely, a player who has a good score in the primary game is more likely to have “excellent” in the determination result, and the win rate in the secondary game can be increased.
  • the display form of the judgment result field array FA is not limited to the example shown in FIG.
  • the judgment result field F1 may be arranged in a ring shape.
  • the determination result field array FA may be arranged along a single vertical line or in an oblique direction.
  • the determination result field array FA may not be necessarily along one direction but may be an N shape or a U shape. That is, there is no particular limitation as long as the determination result field array F A can be circulated.
  • FIG. 17 shows another arrangement form of the determination result field F1.
  • the determination result field F1 is arranged in a ring shape.
  • the reference mark RM is shown in a shape that mimics the army handed by Gyoku in sumo.
  • the judgment result field F1 rotates clockwise or counterclockwise.
  • the reference mark RM rotates clockwise or counterclockwise.
  • the determination result field F1 has a shape imitating a slot of a wheel used for roulette, the background color of the slot corresponding to the "win” field is red, and the "negative" field is set. It may be possible to display the background color of the corresponding slot in black.
  • the number of slots is the number of parameters used in the primary game, not 38, or the number of parameters plus the additional feel frequency.
  • a reference mark imitating a roulette ball may be displayed with the force displayed at a fixed position in the wheel or circulating in a fixed direction within the wheel. In this way, the arrangement form and circulation direction of various judgment result fields F1 can be considered.
  • the music game is the primary game, but the primary game is not limited to this.
  • a game that evaluates a player for at least one parameter may be a primary game.
  • Other primary games include education Examples of the game are a game, a soccer game, and a simulation game.
  • a program for executing the above method on a computer and a computer-readable recording medium on which the program is recorded are included in the scope of the present invention.
  • the program may be downloadable.
  • the recording medium include a flexible disk, hard disk, semiconductor memory, CD-ROM, DVD, magneto-optical disk (MO), and the like that can be read and written by a computer.
  • the game score evaluation method according to the present invention can be applied to any game in which the game score is evaluated based on a predetermined evaluation item.

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Abstract

More fun after a game and motivation of entering the next game are given to the player at any skill level. During a game such as a music game, players are allowed to play again with each other by using the results (for example, the skill points or the largest numbers of combos) of the players evaluated for each predetermined parameter. That is, another game (secondary game) is played after the music game. The result of the secondary game depends on the results of the primary game for each parameter of the players and the skills of the players of the secondary game. Therefore, the efforts and skills of the players in the primary game are reflected in the result in the secondary game, even the loser of the primary game can seize a chance of victory depending on the skill in the secondary game. Therefore, even a player at any skill level intending to play primary games can be given more fun after a primary game and motivation to play another primary game.

Description

明 細 書  Specification
ゲーム成績評価方法及び装置  Game results evaluation method and apparatus
技術分野  Technical field
[0001] 本発明は、複数のプレーヤがゲームを行い得られたゲーム成績を評価し、評価結 果を表示するゲーム成績評価方法に関する。  The present invention relates to a game score evaluation method for evaluating game scores obtained by a plurality of players playing a game and displaying the evaluation results.
背景技術  Background art
[0002] 近年では、プレーヤのゲーム成績の全国または店舗内における位置付けを、ランキ ング表示によりプレーヤに示すことが一般的に行われている(特許文献 1)。この表示 に基づいて、各プレーヤはランクアップを目指して積極的に参戦することが期待され る。  [0002] In recent years, the position of a player's game results in the whole country or in a store is generally indicated to the player by a ranking display (Patent Document 1). Based on this display, each player is expected to participate actively in order to improve their rank.
特許文献 1:特開 2000— 51523号公報  Patent Document 1: Japanese Patent Laid-Open No. 2000-51523
発明の開示  Disclosure of the invention
[0003] しかし、一部の並はずれたプレーヤにとってはともかぐ平均的なプレーヤまたはそ れ以下のプレーヤにとって、ゲーム成績の絶対評価はむしろ参戦意欲をそがれる要 因にもなりかねない。並はずれたプレーヤだけが上位のランクを占めるようになると、 その他の多くのプレーヤの面白みをそいでしまい、プレーヤの参戦意欲を刺激する ためのランキングが逆効果となる。その一方で、スキルのないプレーヤであっても易 々とランクアップできるようでは、スキルの高いプレーヤの参戦意欲をそいでしまう。  [0003] However, for some of the extraordinary players, the average evaluation of the game results may be an incentive factor for the average player or lower players. If only the extraordinary players occupy the top ranks, many other players will be offended, and the rankings that stimulate players' willingness to participate will be counterproductive. On the other hand, even if a player with no skill can easily rank up, a player with high skill will be motivated to participate.
[0004] すなわち、優れたゲーム成績であればあるほどランクアップの機会が増大すること で、スキルのあるプレーヤの過去の努力と実績とが報われるランキングが求められる 。それと同時に、スキルの乏しいプレーヤにもランクアップの機会を与え、このようなプ レーャの参戦意欲を消滅させないランキングを行うことが求められている。  [0004] In other words, the better the game results, the higher the chance of ranking up, so that a ranking that rewards the past efforts and achievements of skilled players is required. At the same time, there is a need to give rank-up opportunities to players with poor skills, and to make rankings that will not dispel such players' willingness to participate.
[0005] さらに、ゲーム終了後に行われるランキング表示は、プレーヤのスキルアップ意欲を 刺激するものの、プレーヤの継続参戦意欲を搔き立てるわけでなない。言い換えれ ば、ランキング表示は、ゲーム成績に基づくプレーヤに対する絶対評価を示している に過ぎず、ゲームとしての面白みをゲーム終了後に与えるものではな!/、。  [0005] Furthermore, although the ranking display performed after the game ends stimulates the player's willingness to improve skills, it does not provoke the player's willingness to continue to participate. In other words, the ranking display only shows an absolute rating for the player based on the game results, and does not give the game fun after the game ends! /.
[0006] そこで、本発明では、ゲーム終了後におけるさらなる面白みと次のゲームへの参戦 意欲とを、 V、かなるスキルのプレーヤにも付与するゲーム成績評価方法を提供するこ とを目的とする。 [0006] Therefore, in the present invention, further fun after the game ends and participation in the next game. The purpose is to provide a game performance evaluation method that grants motivation to players with V skills.
[0007] 前記課題を解決するために、発明 1は、所定の評価項目毎のプレーヤの成績を評 価するゲーム成績評価方法を提供する。この方法は、下記ステップを含む。  [0007] In order to solve the above-described problems, Invention 1 provides a game score evaluation method for evaluating a player score for each predetermined evaluation item. The method includes the following steps.
•前記評価項目毎に、プレーヤの成績と他のプレーヤの成績とを比較し、比較結果 に基づ!/、て前記評価項目毎に前記プレーヤの優劣を判定する判定ステップ、 •前記評価項目毎の判定結果を、所定方向に沿って配列して表示する結果表示ステ ップ、  • A judgment step for comparing the player's score with the score of another player for each evaluation item, and determining the superiority or inferiority of the player for each evaluation item based on the comparison result; • For each evaluation item A result display step for displaying the judgment results arranged in a predetermined direction,
•前記評価項目毎の判定結果の表示位置及び Zまたは所定の参照マークの表示位 置を、前記判定結果の配列方向に沿って移動させ、前記判定結果の配列を前記参 照マークに対して相対的に循環させる循環ステップ、  • The display position of the judgment result for each evaluation item and the display position of Z or a predetermined reference mark are moved along the arrangement direction of the judgment result, and the judgment result array is relative to the reference mark. Circulation steps to circulate automatically,
•前記循環ステップにおける循環中に、前記参照マークがいずれかの判定結果に位 置するタイミングの指定をプレーヤ力 受け付ける指定受付ステップ、  A designation receiving step for accepting a player's ability to designate the timing at which the reference mark is positioned in any of the determination results during circulation in the circulation step;
•前記指定されたタイミングにおいて前記参照マークが位置する判定結果に従って、 前記プレーヤの勝敗を決定する勝敗決定ステップ。  A win / loss determination step of determining the player's win / loss according to a determination result where the reference mark is located at the designated timing.
[0008] 本ゲーム成績評価方法では、音楽ゲームなどで評価される評価項目毎に、プレー ャ同士の成績を比較する。比較結果に基づいて二次ゲームでのプレーヤの勝敗を 決定するので、一次ゲームでのプレーヤの実績を二次ゲームで間接的に評価するこ とになる。また、一次ゲームの後に二次ゲームを実行することで、一次ゲームでのプ レーャの実績を単に評価するだけにとどまらな 、付加価値、すなわち別ゲームの楽 しみを、プレーヤに提供することができる。  [0008] In this game score evaluation method, the scores of players are compared for each evaluation item evaluated in a music game or the like. Based on the comparison result, the player's victory or defeat in the secondary game is determined, so that the player's performance in the primary game is indirectly evaluated in the secondary game. Also, by executing the secondary game after the primary game, it is possible to provide players with added value, that is, the fun of another game, rather than merely evaluating the player's performance in the primary game. .
[0009] 二次ゲームの勝敗は、一次ゲームで評価される評価項目毎の優劣に基づく。優劣 判定は、評価項目毎の成績をそのまま比較してもよ 、し、評価項目を組み合わせた 所定の比較項目毎の成績を比較して行ってもよい。後者の場合であっても、一次ゲ ームでの評価項目の間接的な優劣判定となるからである。優劣の判定結果に基づく 勝敗の決定には、コンピュータによる 、ささかの操作も介入して ヽな 、ことがプレーヤ に対して明確である。そのため、二次ゲームの勝敗についてプレーヤの納得を得ら れやすい。さらに、得られた判定結果だけ見れば敗戦の色が濃厚な状況にあっても 、プレーヤは自分の腕で自分に有利な判定結果を狙うことができる。これは、「努力の 結果が報われる」というインセンティブを、プレーヤに与えることになる。例えば N個の 評価項目中、「優」が 1つしかない場合でも、プレーヤは 1つしかない「優」を狙うことに 成功すれば、二次ゲームに勝つことができる。逆に、一次ゲームで成績のよかったプ レーャは、判定結果に「優」が多くなる可能性が高まり、二次ゲームでの勝率を高め ることがでさる。 [0009] Winning or losing of the secondary game is based on superiority or inferiority for each evaluation item evaluated in the primary game. The determination of superiority or inferiority may be performed by comparing the results for each evaluation item as they are, or by comparing the results for each predetermined comparison item obtained by combining the evaluation items. This is because even in the latter case, it becomes an indirect superiority / inferiority judgment of the evaluation item in the primary game. It is clear to the player that the decision of winning or losing based on the result of superiority or inferiority should involve some sort of computer intervention. Therefore, it is easy to get the player's consent for winning or losing the secondary game. Furthermore, if you look only at the judgment results obtained, even if the color of the defeat is rich The player can aim at a determination result advantageous to himself with his / her arm. This gives players the incentive to “reward the outcome of their efforts”. For example, out of N evaluation items, even if there is only one “Excellent”, the player can win the secondary game if he succeeds in targeting only “Excellent”. On the other hand, a player who performed well in the primary game is more likely to have “excellent” in the judgment result, and the win rate in the secondary game can be increased.
[0010] このように、 、かなるスキルのプレーヤにとっては、二次ゲームの勝敗をゲーム装置 任せではなく自らの手で決める余地があるため、得られた結果に納得できる。その一 方で、プレーヤの一次ゲームにおける成績や二次ゲームにおける自己のスキルが二 次ゲームの勝敗に反映されるため、二次ゲームを行うために必要な一次ゲームへの 参戦意欲や、二次ゲームに対する面白みが刺激される結果となる。  [0010] In this way, for a player with such a skill, there is room for determining the victory or defeat of the secondary game by his / her own hands rather than relying on the game device, so the obtained result can be convinced. On the other hand, the player's primary game performance and secondary game's own skills are reflected in the secondary game's wins and losses, so the willingness to participate in the primary game required to play the secondary game, The result is an exciting game.
[0011] 発明 2は、前記発明 1において、前記循環ステップは、前記評価項目毎の判定結 果の表示位置を、前記判定結果の配列方向に沿って一つずつずらして再度表示す ることを繰り返すことにより、前記評価項目毎の判定結果の表示位置を循環させるゲ ーム成績評価方法を提供する。  [0011] The invention 2 is the invention 1, wherein the circulation step displays again the display position of the determination result for each of the evaluation items by shifting one by one along the arrangement direction of the determination result. By repeating, a game performance evaluation method is provided that circulates the display position of the determination result for each evaluation item.
[0012] 例えば判定結果が横一列に配列されたカードに表示されている場合、カードは右 方向または左方向に 1つずつずれていく。右方向にずれていく場合、右端まで移動 すると、次は反対側の左端に移動し、再び右端に向かって 1つずつずれていく。これ を繰り返すことで、横一列の配列は右方向に一定速度で循環する。参照マークは、 所定位置、例えば左力 三枚目のカードの固定位置に表示されていてもよい。また、 参照マークは、例えば判定結果と逆方向に、一定速度で移動してもよい。こうすること で、参照マークと判定結果の配列とは、互いに相対的に循環し、相対的な循環速度 は一定となる。相対的な循環速度が一定であれば、プレーヤは自分に有利な判定結 果をねらいやすくなる。  [0012] For example, when the determination results are displayed on cards arranged in a horizontal row, the cards are shifted one by one in the right or left direction. When moving to the right, if you move to the right end, it will move to the left end on the opposite side and then move one by one again toward the right end. By repeating this, the horizontal array circulates in the right direction at a constant speed. The reference mark may be displayed at a predetermined position, for example, a fixed position of the third card of the left force. Further, the reference mark may move at a constant speed, for example, in the direction opposite to the determination result. In this way, the reference mark and the determination result array circulate relative to each other, and the relative circulation speed is constant. If the relative circulation speed is constant, the player can easily aim for a determination result advantageous to him / her.
[0013] なお、判定結果の表示形態は、他に様々な形態が考えられる。例えば、判定結果 が環状に配列されたカードに表示されて 、る場合、カードは時計回りまたは反時計 回りに 1つずつずれていく。また例えば、判定結果がたて一列に配列されたカードに 表示されている場合、カードは上から下へ移動し、下端に達したら上端に表示されル ことを繰り返して下方向に循環する力、その逆方向に循環する。このように、表示形 態に応じて判定結果の配列の循環方向や循環形態は変化する。 [0013] It should be noted that there are various other forms of display of the determination result. For example, if the determination result is displayed on a circularly arranged card, the card is shifted one by one clockwise or counterclockwise. Also, for example, if the judgment result is displayed on a straight line of cards, the card moves from top to bottom, and when it reaches the bottom, it is displayed at the top. The force that circulates in the downward direction by repeating this, circulates in the opposite direction. Thus, the circulation direction and the circulation form of the determination result array change according to the display form.
[0014] 発明 3は、前記発明 1または 2において、前記循環ステップが、前記参照マークを、 前記評価項目毎の判定結果の配列方向に沿って循環させるゲーム成績評価方法を 提供する。  [0014] The invention 3 provides the game result evaluation method according to the invention 1 or 2, wherein the circulation step circulates the reference mark along the arrangement direction of the determination result for each evaluation item.
[0015] 例えば判定結果が横一列に配列されたカードに表示されている場合、参照マーク は右方向または左方向に 1つずつずれていく。右方向にずれていく場合、右端まで 移動すると、次は反対側の左端に移動し、再び右端に向かって 1つずつずれていく。 これを繰り返すことで、参照マークは横一列の配列に沿って右方向に循環する。この とき、判定結果の配列は循環せず停止していてもよいし、例えば参照マークと逆方向 に一定速度で循環してもよい。こうすることで、参照マークと判定結果の配列とは、互 いに相対的に循環し、相対的な循環速度は一定となる。相対的な循環速度が一定 であれば、プレーヤは自分に有利な判定結果をねらいやすくなる。  [0015] For example, when the determination results are displayed on cards arranged in a horizontal row, the reference marks are shifted one by one in the right or left direction. When moving to the right, when moving to the right end, the next moves to the left end on the opposite side, and then shifts one by one toward the right end. By repeating this, the reference marks circulate in the right direction along the horizontal array. At this time, the arrangement of the determination results may be stopped without being circulated, or may be circulated at a constant speed in a direction opposite to the reference mark, for example. By doing so, the reference mark and the determination result array circulate relative to each other, and the relative circulation speed becomes constant. If the relative circulation speed is constant, the player can easily aim for a determination result advantageous to him / her.
[0016] また例えば、判定結果が環状に配列されたカードに表示されて!、る場合、参照マ ークは時計回りまたは反時計回りに循環する。また例えば、判定結果が縦一列に配 列されたカードに表示されている場合、参照マークは下向きまたは上向き方向に循 環する。すなわち、参照マークは、判定結果の表示形態に応じた軌跡及び方向で、 判定結果の配列に沿って循環する。  [0016] Also, for example, when the determination result is displayed on a circularly arranged card, the reference mark circulates clockwise or counterclockwise. Also, for example, when the determination result is displayed on cards arranged in a vertical row, the reference mark circulates downward or upward. That is, the reference mark circulates along the determination result array in a trajectory and direction according to the display form of the determination result.
[0017] 発明 4は、前記発明 1〜3において、前記判定ステップが、ネットワークを介して接 続されるコンピュータ端末から、前記評価項目毎の他のプレーヤの成績を受信する ゲーム成績評価方法を提供する。  [0017] The invention 4 provides the game score evaluation method according to the inventions 1 to 3, wherein the determination step receives the score of another player for each of the evaluation items from a computer terminal connected via a network. To do.
[0018] 本ゲーム成績評価方法を実行するゲーム端末装置は、ネットワークを介し、センタ 一サーバと接続されている。センターサーバは、プレーヤの個人データ、例えば一次 ゲームにおける各評価項目毎の成績や認証情報を収集 ·記憶して 、る。一次ゲーム の実行を終了したゲーム端末装置は、センターサーバへの要求に応じ、他のプレー ャの個人データの一部を受信する。これにより、プレーヤは、一次ゲーム終了後に、 自己のゲームの実績に基づく二次ゲームを、広範囲に存在する他のプレーヤと楽し むことができる。 [0019] 発明 5は、前記発明 1〜4において、前記結果表示ステップが、判定結果を、第 1の 値または第 2の値の何れかで表示するゲーム成績評価方法を提供する。 [0018] The game terminal device that executes this game score evaluation method is connected to a central server via a network. The center server collects and stores the player's personal data, for example, results and authentication information for each evaluation item in the primary game. The game terminal device that has finished executing the primary game receives a part of the personal data of other players in response to a request to the center server. Thus, after the primary game is over, the player can enjoy the secondary game based on the performance of his game with other players existing in a wide range. [0019] The invention 5 provides the game result evaluation method according to any one of the inventions 1 to 4, wherein the result display step displays the determination result by either the first value or the second value.
[0020] 例えば、「勝」と「負」との 2値で表示することで、「勝」または「負」のいずれが多いか をプレーヤが一見して判別し、自己に有利な状況か否かを容易に把握できる。また、 判定結果を二値化することにより、循環している判定結果及び参照マークの組み合 わせの中から、自己に有利な組み合わせをプレーヤが選別しやすくなる。  [0020] For example, by displaying a binary value of "win" and "negative", the player can determine at a glance whether "win" or "negative" is more, and whether or not the situation is advantageous to him / herself. Can be easily grasped. Also, by binarizing the determination result, it becomes easier for the player to select a combination that is advantageous to the self from among the combinations of the determination result and the reference mark that are circulating.
[0021] 発明 6は、前記発明 1〜5において、  Invention 6 is the invention 1 to 5, wherein
•前記結果表示ステップが、判定結果を第 1の値または第 2の値の何れかで表示し、 •前記循環ステップは、前記評価項目毎の判定結果の配列に前記第 1の値及び前記 第 2の値をそれぞれ同数ずつ加えて合成配列を生成し、前記合成配列と前記参照 マークとを互 ヽに対して相対的に循環させる、  • The result display step displays the determination result as either the first value or the second value. • The circulation step includes the first value and the first value in the determination result array for each evaluation item. A composite array is generated by adding the same number of values of 2, and the composite array and the reference mark are circulated relative to each other.
ゲーム成績評価方法を提供する。  Provide a game performance evaluation method.
[0022] 例えば、第 1の値は「勝」、第 2の値は「負」とする。一次ゲームで評価された全ての 評価項目においてプレーヤが全敗であっても、 N個(Nは自然数)ずつ「勝」及び「負 」の表示が追加されているので、プレーヤには勝機力 Sもれなく付与される。つまり、プ レーャは、「勝」を狙うことにより、二次ゲームで一発逆転を狙うことができる。これは、 プレーヤの腕次第では、二次ゲームに逆転勝利できることを意味する。言い換えれ ば、一次ゲームのスキルが乏しいプレーヤであっても、二次ゲームで「勝」をうまくねら えば、二次ゲームで勝利する可能性があることになる。  For example, it is assumed that the first value is “win” and the second value is “negative”. Even if the player loses all of the evaluation items evaluated in the primary game, “Win” and “Negative” indications are added for each N (N is a natural number). Is granted. In other words, the player can aim for a one-shot reversal in the secondary game by aiming for “win”. This means that depending on the player's skill, he can win the secondary game in reverse. In other words, even a player with poor primary game skills may win a secondary game if he or she successfully wins the secondary game.
[0023] もちろん、プレーヤが一次ゲームで優れた成績を残せば、各評価項目で「勝」となる 可能性が上がり、二次ゲームにおける勝機は多くなる。従って、プレーヤは、一次ゲ ームの段階から、二次ゲームでの勝機を高めるために、自己のベストを尽くすように なる。その結果、二次ゲームでプレーヤに有利な判定結果が出れば、プレーヤは一 次ゲームでの努力が報われた満足感を味わうことができる。  [0023] Of course, if a player has an excellent result in the primary game, the possibility of winning each evaluation item increases, and the number of wins in the secondary game increases. Therefore, players will do their best to increase the chances of winning the secondary game from the primary game stage. As a result, if a determination result advantageous to the player is obtained in the secondary game, the player can enjoy the satisfaction that the effort in the primary game is rewarded.
[0024] このようにして、高!、スキルを持つプレーヤもそうでな!/、プレーヤも、やる気と上達 意欲と参戦意欲とがー段と刺激される結果となる。  [0024] In this way, the player who has high! And skill is also! /, The player is also stimulated with motivation, motivation to improve and willingness to participate.
[0025] 発明 7は、前記発明 5または 6にお 、て、前記結果表示ステップ及び前記循環ステ ップが、前記第 1の値と第 2の値とを、それぞれ異なる表示形態で表示するゲーム成 績評価方法を提供する。 [0025] The invention 7 is the game according to the invention 5 or 6, wherein the result display step and the circulation step display the first value and the second value in different display forms. Completion Provide performance evaluation methods.
[0026] 例えば、「勝」と「負」とをそれぞれ異なる色彩で表示することにより、プレーヤは循環 している値の中から「勝」を狙いやすくなる。ひいては、プレーヤにより勝機を与え、プ レーャの参戦意欲を高めることができる。  For example, by displaying “win” and “negative” in different colors, the player can easily aim for “win” from among the circulating values. As a result, the player can have a chance to win and the player's willingness to participate can be increased.
[0027] 発明 8は、所定の評価項目毎のプレーヤの成績を評価するゲーム成績評価装置を 提供する。この装置は、下記の手段を含んでいる。  [0027] The invention 8 provides a game performance evaluation apparatus for evaluating the performance of a player for each predetermined evaluation item. This apparatus includes the following means.
•前記評価項目毎に、プレーヤの成績と他のプレーヤの成績とを比較し、比較結果 に基づ!/、て前記評価項目毎に前記プレーヤの優劣を判定する判定手段、 A determination means for comparing a player's score with another player's score for each evaluation item and determining the superiority or inferiority of the player for each evaluation item based on the comparison result;
•前記評価項目毎の判定結果を、所定方向に沿って配列して表示する結果表示手 段、 A result display means for displaying the judgment results for each evaluation item arranged in a predetermined direction;
•前記評価項目毎の判定結果の表示位置及び Zまたは所定の参照マークの表示位 置を、前記判定結果の配列方向に沿って移動させ、前記判定結果の配列を前記参 照マークに対して相対的に循環させる循環手段、  • The display position of the judgment result for each evaluation item and the display position of Z or a predetermined reference mark are moved along the arrangement direction of the judgment result, and the judgment result array is relative to the reference mark. Circulation means to circulate automatically,
•前記循環手段による循環中に、前記参照マークがいずれかの判定結果に位置する タイミングの指定をプレーヤ力 受け付ける指定受付手段、  A designation accepting means for accepting a player's ability to designate a timing at which the reference mark is located in any of the determination results during circulation by the circulation means;
•前記指定されたタイミングにおいて前記参照マークが位置する判定結果に従って、 前記プレーヤの勝敗を決定する勝敗決定手段。  • Win / loss determining means for determining the player's win / loss according to the determination result of the reference mark being positioned at the specified timing.
[0028] このゲーム成績評価装置は、前記発明 1と同様の作用効果を奏する。 [0028] This game score evaluation apparatus has the same effects as the first aspect of the invention.
[0029] 発明 9は、所定の評価項目毎のプレーヤの成績を評価するコンピュータが実行する ゲーム成績評価プログラムを提供する。このプログラムは、前記コンピュータを下記手 段として機能させる。 The invention 9 provides a game score evaluation program executed by a computer that evaluates the score of a player for each predetermined evaluation item. This program causes the computer to function as the following means.
•前記評価項目毎に、プレーヤの成績と他のプレーヤの成績とを比較し、比較結果 に基づ!/、て前記評価項目毎に前記プレーヤの優劣を判定する判定手段、 A determination means for comparing a player's score with another player's score for each evaluation item and determining the superiority or inferiority of the player for each evaluation item based on the comparison result;
•前記評価項目毎の判定結果を、所定方向に沿って配列して表示する結果表示手 段、 A result display means for displaying the judgment results for each evaluation item arranged in a predetermined direction;
•前記評価項目毎の判定結果の表示位置及び Zまたは所定の参照マークの表示位 置を、前記判定結果の配列方向に沿って移動させ、前記判定結果の配列を前記参 照マークに対して相対的に循環させる循環手段、 •前記循環手段による循環中に、前記参照マークがいずれかの判定結果に位置する タイミングの指定をプレーヤ力 受け付ける指定受付手段、 • The display position of the judgment result for each evaluation item and the display position of Z or a predetermined reference mark are moved along the arrangement direction of the judgment result, and the judgment result array is relative to the reference mark. Circulation means to circulate automatically, A designation accepting means for accepting a player's ability to designate a timing at which the reference mark is located in any of the determination results during circulation by the circulation means;
•前記指定されたタイミングにおいて前記参照マークが位置する判定結果に従って、 前記プレーヤの勝敗を決定する勝敗決定手段。  • Win / loss determining means for determining the player's win / loss according to the determination result of the reference mark being positioned at the specified timing.
[0030] このプログラムが実行する方法は、前記発明 1と同様の作用効果を奏する。  [0030] The method executed by this program has the same effects as the first aspect.
[0031] 本発明を用いれば、プレーヤの一次ゲームにおける成績や二次ゲームにおける自 己のスキルが二次ゲームの勝敗に反映されるため、二次ゲームを行うために必要な 一次ゲームへの参戦意欲や、二次ゲームに対する面白みが刺激される結果となる。 図面の簡単な説明 [0031] According to the present invention, the player's primary game results and the secondary game's own skills are reflected in the secondary game's wins and losses, so it is necessary to participate in the primary game to play the secondary game. This will result in stimulating motivation and interest in secondary games. Brief Description of Drawings
[0032] [図 1]第 1実施形態例に係るゲームシステムの全体構成を示す説明図 FIG. 1 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment.
[図 2]ゲーム端末装置の構成図  [Fig. 2] Configuration of game terminal device
[図 3]ゲーム端末装置の一具体例である音楽ゲーム装置の外観斜視図  FIG. 3 is an external perspective view of a music game device which is a specific example of a game terminal device.
[図 4]ギターコントローラの拡大図  [Figure 4] Enlarged view of guitar controller
[図 5]曲選択画面の一例を示す説明図  [Figure 5] Explanatory drawing showing an example of the song selection screen
[図 6]ゲーム画面の一例を示す説明図  [Figure 6] An explanatory diagram showing an example of the game screen
[図 7]音楽ゲーム終了時のリザルト画面の一例を示す説明図  [Fig. 7] Explanatory drawing showing an example of the result screen at the end of the music game
[図 8]センターサーバの CPUの機能構成を示す説明図  [Figure 8] Explanatory diagram showing the functional configuration of the CPU of the center server
[図 9]図 8に示すセンターサーバに記憶されている個人データの概念説明図  FIG. 9 is a conceptual explanatory diagram of personal data stored in the center server shown in FIG.
[図 10]ゲーム端末装置の CPUの機能構成を示す説明図  FIG. 10 is an explanatory diagram showing the functional configuration of the CPU of the game terminal device
[図 11]昇段試験通知画面の一例を示す説明図  [Fig. 11] Explanatory drawing showing an example of the ascending test notification screen
[図 12]対決画面の一例を示す説明図  [Figure 12] Explanatory drawing showing an example of a confrontation screen
[図 13] (a)判定結果フィールド配列 FAが循環する説明図 (b)参照マーク RMが循環 する説明図  [Fig. 13] (a) Explanatory diagram of circulating judgment result field array FA (b) Explanatory diagram of circulating reference mark RM
[図 14]二次ゲーム結果画面の一例を示す説明図  FIG. 14 is an explanatory diagram showing an example of the secondary game result screen.
[図 15]ゲーム端末装置が行うメイン処理の流れの一例を示すフローチャート  FIG. 15 is a flowchart showing an example of the flow of main processing performed by the game terminal device
[図 16]二次ゲームサブルーチンの処理の流れの一例を示すフローチャート  FIG. 16 is a flowchart showing an example of the processing flow of the secondary game subroutine.
[図 17]判定結果フィールド F1の別の配列形態を示す説明図  FIG. 17 is an explanatory diagram showing another arrangement form of the determination result field F1.
発明を実施するための最良の形態 [0033] <発明の概要 > BEST MODE FOR CARRYING OUT THE INVENTION [0033] <Summary of the invention>
本発明に係るゲーム成績評価方法では、各種ゲームの実行中に所定のパラメータ (評価項目に相当)毎に評価されるプレーヤの成績を用い、プレーヤ同士を改めて 対決させる。つまり、各種ゲーム(以下、一次ゲームという)の後に別のゲーム(以下、 二次ゲームという)を行う。一次ゲームでは、一次ゲームのパラメータに基づく所定の 比較項目毎に、プレーヤの成績が評価される。二次ゲームの勝敗は、一次ゲームに おけるプレーヤのパラメータ毎の成績と、二次ゲームにおけるプレーヤのスキルと、 に依存する。そのため、一次ゲームにおけるプレーヤの努力やスキルが二次ゲーム の結果に生かされる一方、一次ゲームの結果が思わしくない場合でも二次ゲームで のプレーヤのスキル次第でプレーヤが勝機をつかむことができる。そのため、一次ゲ ームを目的とする様々なスキルのプレーヤに、一次ゲーム終了後のさらなる楽しみを 与え、しかも一次ゲームへの参戦意欲を付与することができる。  In the game score evaluation method according to the present invention, players are confronted again using the player scores evaluated for each predetermined parameter (corresponding to an evaluation item) during the execution of various games. That is, another game (hereinafter referred to as a secondary game) is performed after various games (hereinafter referred to as a primary game). In the primary game, the player's score is evaluated for each predetermined comparison item based on the parameters of the primary game. The outcome of the secondary game depends on the player's performance for each parameter in the primary game and the skill of the player in the secondary game. Therefore, the player's efforts and skills in the primary game are utilized in the results of the secondary game. On the other hand, even if the results of the primary game are not expected, the player can get a chance depending on the skills of the player in the secondary game. Therefore, it is possible to give players of various skills aiming at the primary game more enjoyment after the end of the primary game, and also motivation to participate in the primary game.
[0034] <第 1実施形態例 >  [0034] <First embodiment>
(1)本実施形態例に係るゲームシステムの構成  (1) Configuration of game system according to this embodiment
図 1は、本発明の第 1実施形態例に係るゲームシステムの全体構成を示す説明図 である。このゲームシステムは、センターサーバ 100と複数のゲーム端末装置 200a, b…とを含んで構成される。ゲームシステムは、携帯電話 150a, b…やパーソナルコ ンピュータ 160a, b…をさらに含んでいても良い。ゲーム端末装置 200、携帯電話 15 0及びパソコン 160は、インターネットなどのネットワーク 300を介し、センターサーバ 1 00に接続される。  FIG. 1 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment of the present invention. This game system includes a center server 100 and a plurality of game terminal devices 200a, b,. The game system may further include mobile phones 150a, b ... and personal computers 160a, b .... The game terminal device 200, the mobile phone 150, and the personal computer 160 are connected to the center server 100 via a network 300 such as the Internet.
[0035] (1 1)センターサーバ [0035] (1 1) Center server
センターサーバ 100は、ゲーム端末装置 200から各プレーヤの個人データを受信 して記憶する。また、センターサーバ 100は、ゲーム端末装置 200からの要求に応じ 、個人データを要求元に送信する。センターサーバ 100は、下記の要素(a)〜(e)を 備えている。  The center server 100 receives personal data of each player from the game terminal device 200 and stores it. In response to a request from the game terminal device 200, the center server 100 transmits personal data to the request source. The center server 100 includes the following elements (a) to (e).
(a) CPU101 :ROM103または RAM102に格納されている制御プログラムなどに 基づいて、後述する複数の機能を実現する。  (a) CPU 101: A plurality of functions to be described later are realized based on a control program stored in ROM 103 or RAM 102.
(b) RAM102 :制御プログラム、個人データなどを一時的に記憶する。 (c) ROM103 :制御プログラムなどを記憶する。 (b) RAM 102: temporarily stores control programs, personal data, and the like. (c) ROM103: Stores control programs and the like.
(d)ネットワーク通信部 104 :ネットワーク 300を介し、ゲーム端末装置 200、携帯電 話 150、パソコン 160との間でデータの送受信を行う。  (d) Network communication unit 104: Sends and receives data to and from the game terminal device 200, the mobile phone 150, and the personal computer 160 via the network 300.
(e)データ蓄積部 105 :ゲーム端末装置 200から送信されてくるプレーヤ毎の個人デ ータを蓄積する。個人データとしては、プレーヤ ID、パスワードなどの認証情報、ラン クなどが挙げられる。また、本発明においては、各プレーヤが実行した過去の一次ゲ ームにおける各パラメータ毎の成績の累計値や二次ゲーム累計成績力 個人データ に含まれる。これらの個人データについては、詳細を後述する。  (e) Data storage unit 105: Stores personal data for each player transmitted from the game terminal device 200. Personal data includes player IDs, authentication information such as passwords, and ranks. Further, in the present invention, it is included in the cumulative value of the results for each parameter in the past primary game executed by each player and the personal data of the secondary game cumulative performance power. Details of these personal data will be described later.
(1 - 2)ゲーム端末装置  (1-2) Game terminal device
図 2は、ゲーム端末装置 200の構成の一例を示す。ゲーム端末装置 200は、一次 ゲームの実行後、他のプレーヤの個人データを、センターサーバ 100から取得する。 取得した個人データに基づいて、二次ゲームが行われ、その結果が表示される。ゲ ーム端末装置 200は、下記 (a)〜 (m)の要素を有して!/、る。  FIG. 2 shows an example of the configuration of the game terminal device 200. The game terminal device 200 acquires personal data of other players from the center server 100 after the execution of the primary game. A secondary game is played based on the acquired personal data, and the result is displayed. The game terminal device 200 has the following elements (a) to (m)!
(a) CPU201 :後述する ROM203に記憶されている制御プログラムと後述する RA M202に記憶される一次ゲーム及び二次ゲーム用データなどとに基づいて、後述す る複数の機能を実現する。  (a) CPU 201: Realizes a plurality of functions to be described later based on a control program stored in ROM 203 described later and primary game and secondary game data stored in RAM 202 described later.
(b) RAM202 :各種変数やパラメータなど、一次ゲーム及び二次ゲーム用各種デー タを一時的に記憶する。  (b) RAM 202: Temporarily stores various data for primary game and secondary game such as various variables and parameters.
(c) ROM203:制御プログラムや各種パラメータなどを記憶する。  (c) ROM 203: Stores control programs and various parameters.
(d)ネットワーク通信部 204 :ネットワーク 300を介し、センターサーバ 100とデータを 送受信する。  (d) Network communication unit 204: Sends and receives data to and from the center server 100 via the network 300.
(e)モニタ 206:一次ゲーム及び二次ゲーム中のゲーム画像、一次ゲームにおける 各パラメータ毎の成績、二次ゲームの成績などを表示する。  (e) Monitor 206: Displays the game images in the primary game and the secondary game, the results for each parameter in the primary game, the results of the secondary game, and the like.
(f)描画処理部 205:モニタ 206に表示する画像データを生成する。  (f) Drawing processing unit 205: Generates image data to be displayed on the monitor 206.
(g)スピーカ 208 :—次ゲーム及び二次ゲームの実行中、デモ画面表示中、一次ゲ ーム及び二次ゲームの成績表示などを行う際に、効果音などのサウンドを出力する。 (g) Speaker 208: Outputs sound effects and other sounds when the next game and secondary game are running, when the demo screen is displayed, and when the results of the primary game and secondary game are displayed.
(h)音声再生部 207 :スピーカ 208に出力させるためのサウンドデータを生成する。(h) Audio playback unit 207: Generates sound data to be output to the speaker 208.
(i)入力操作部 211:プレーヤの指示入力を受け付ける。本実施形態例ではギターを 模した形状のギターコントローラであるが、他のいかなる形状、例えば太鼓や弦楽器 を模したコントローラであってもよい。入力操作部 211は、キーボードやジョイステイツ ク、操作ボタン、レバー、ペダルなどを含んでいてもよい。 (i) Input operation unit 211: Accepts player instruction input. In this embodiment, the guitar The guitar controller has a simulated shape, but may be a controller that simulates any other shape, for example, a drum or a stringed instrument. The input operation unit 211 may include a keyboard, a joystick, operation buttons, a lever, a pedal, and the like.
(j)カードリーダ'ライタ 212 :挿入される磁気カード力ものカード IDの読取を行う。必 要に応じ、プレーヤ IDやゲーム成績の書込処理を実行してもよ 、。  (j) Card reader / writer 212: Reads the card ID of the magnetic card force inserted. If necessary, you can write the player ID and game results.
(k)コイン受付部 213:挿入されるコインによるクレジットを受け付ける。  (k) Coin accepting unit 213: Accepts credits from inserted coins.
(1)外部機器制御部 210 :入力操作部、カードリーダ ·ライタ 212及びコイン受付部 21 (1) External device control unit 210: Input operation unit, card reader / writer 212 and coin acceptance unit 21
3などの外部機器を制御する。 Control external devices such as 3.
(m)外部入出力制御部 209:入力操作部、カードリーダ ·ライタ 212及びコイン受付 部 213などの外部機器に対する制御信号を生成する。また、外部機器からの検出信 号を受信して CPU201に送出する。  (m) External input / output control unit 209: Generates control signals for external devices such as an input operation unit, a card reader / writer 212, and a coin receiving unit 213. It also receives detection signals from external devices and sends them to CPU201.
[0037] (2)ゲーム端末装置の一例 [0037] (2) Example of game terminal device
(2- 1)ゲーム端末装置の構成  (2-1) Configuration of game terminal device
図 3は、前記ゲーム端末装置 200の一具体例である音楽ゲーム装置の外観斜視図 である。このゲーム端末装置 200では、一次ゲームとして音楽ゲームが実行される。 音楽ゲーム装置は、筐体正面にモニタ 206が設けられている。また、モニタ 206の下 部には、スタートボタン等の入力操作部 21 laが左右にそれぞれ設けられ、その下方 に左右 2つのコイン受付部 213が設けられている。さらに、コイン受付部 213の下部 には、カードリーダ ·ライタ 212が設けられている。また、モニタ 206の左右両側には それぞれ、プレーヤがリズム音の入力を行う入力操作部 211としての模擬楽器、すな わちギターコントローラ 21 lbが載置されている。さらに、モニタ 206の筐体上部に、 演奏曲に対する演出効果を出すためのスピーカ 208が配設されている。ギターコント ローラ 21 lbを 2っ並設しておけば、 2人のプレーヤがそれぞれ各ギターコントローラ 2 1 lbを入力操作して音楽ゲームを行うこともできる。  FIG. 3 is an external perspective view of a music game device which is a specific example of the game terminal device 200. In the game terminal device 200, a music game is executed as a primary game. The music game apparatus is provided with a monitor 206 on the front surface of the housing. In addition, an input operation unit 21 la such as a start button is provided on the left and right of the monitor 206, and two left and right coin receiving units 213 are provided on the lower side thereof. Further, a card reader / writer 212 is provided below the coin receiving unit 213. Also, on each of the left and right sides of the monitor 206, a simulated musical instrument as the input operation unit 211 for inputting a rhythm sound by the player, that is, a guitar controller 21 lb is placed. In addition, a speaker 208 is provided at the upper part of the housing of the monitor 206 to produce an effect on the performance music. If two guitar controllers (21 lb) are installed side by side, two players can play music games by inputting each guitar controller (2 1 lb).
[0038] 図 4はギターコントローラの拡大図である。ギターコントローラ 21 lbは、リズム音の種 類を選択する 3種類のネックボタン R, G, Bを有している。またギターコントローラ 211 bは、少なくとも 1つのネックボタンにより選択されたリズム音の出力タイミングを決定す るピッキング入力手段 211b— 1を有している。さらにギターコントローラ 211bは、ピッ キング入力手段 211b— 1の下方に配設され、リズム音の出力モードを切り換える切 換スィッチ 21 lb - 2を有して!/ヽる。 FIG. 4 is an enlarged view of the guitar controller. The guitar controller 21 lb has three types of neck buttons R, G and B for selecting the type of rhythm sound. The guitar controller 211b has picking input means 211b-1 for determining the output timing of the rhythm sound selected by at least one neck button. In addition, the guitar controller 211b It has a switching switch 21 lb-2 that is arranged below the king input means 211b-1 and switches the output mode of the rhythm sound.
[0039] (2— 2)—次ゲームの実行  [0039] (2-2) —Running the next game
上記のように構成されたゲーム端末装置 200は、 ROM203に記憶された制御プロ グラムに従い、次のようにしてゲームを行う。プレーヤは、ゲーム端末装置 200におい て自己の所有する磁気カードをカードリーダ'ライタ 212に挿入し、コイン受付部 213 にコインを投入する。ゲーム端末装置 200は、カードリーダ'ライタ 212に挿入された 磁気カードからカードを識別するカード IDを読み取り、パスワードの入力を要求する 。入力されたパスワードはセンターサーバ 110のデータと照合され、個人認証が行わ れる。ゲーム開始の指示をプレーヤ力も受け付けると、 CPU201が制御プログラムを 実行し、ゲームが開始される。  The game terminal device 200 configured as described above performs a game in the following manner in accordance with the control program stored in the ROM 203. In the game terminal device 200, the player inserts his / her own magnetic card into the card reader / writer 212 and inserts coins into the coin receiving unit 213. The game terminal device 200 reads the card ID for identifying the card from the magnetic card inserted in the card reader / writer 212 and requests input of a password. The entered password is checked against the data of the center server 110 and personal authentication is performed. When the game start instruction is received by the player, the CPU 201 executes the control program and the game is started.
[0040] (2— 3)—次ゲームの概要  [0040] (2-3) —Outline of the next game
次に、図 5〜図 7を用い、ゲーム端末装置 200で行われる音楽ゲームの概要につ いて説明する。図 5は、モニタ 206に表示される曲選択画面の一例である。曲選択画 面は、難易度及び楽曲の選択をプレーヤ力 受け付ける。図 5では、難易度(図中「 ADVANCEDJ )「36」、曲名「NO MORE CRYING」が選択されている。  Next, an outline of a music game performed in the game terminal device 200 will be described with reference to FIGS. FIG. 5 is an example of a song selection screen displayed on the monitor 206. The song selection screen accepts the player's ability to select the difficulty level and the song. In FIG. 5, the difficulty level (“ADVANCEDJ” in the figure) “36” and the song name “NO MORE CRYING” are selected.
[0041] 図 6は、モニタ 206に示されるゲーム画面 223の一例である。このゲームでは、各演 奏曲(BGM)に対応したリズム音毎の操作タイミングを示すノーッ 224が、図 6に示す ように、リズム音別にノーッ表示部 221に示される。ノーッ 224は、ノーッ表示部 221 の基準線 222に向力う方向に(図 6における上向き方向)、各楽曲の進行に伴いリズ ム音毎に独立に順次移動する。ノーッ 224と基準線 222とが一致したとき力 プレー ャがピッキング入力手段 211b— 1を操作するべき操作タイミングである。プレーヤは 、このノーッ 224の位置を確認しつつ、リズム音に合わせて、一方の手でネックボタン R, G, Bを操作し、かつもう一方の手でピッキング入力手段 21 lb— 1及び切換スイツ チ 21 lb— 2を操作し、操作信号を入力する。  FIG. 6 is an example of the game screen 223 shown on the monitor 206. In this game, a notch 224 indicating the operation timing for each rhythm sound corresponding to each performance (BGM) is shown on the notation display unit 221 for each rhythm sound as shown in FIG. The notch 224 sequentially moves independently for each rhythm sound in the direction facing the reference line 222 of the notch display portion 221 (the upward direction in FIG. 6) as each piece of music progresses. This is the operation timing at which the force player should operate the picking input means 211b-1 when the notch 224 and the reference line 222 coincide. The player confirms the position of the notch 224, operates the neck buttons R, G, B with one hand in accordance with the rhythm sound, and picks input means 21 lb-1 with the other hand and the switching switch. H Operate 21 lb—2 and input the operation signal.
[0042] CPU201は、操作タイミングと操作信号の入力タイミングとのずれを監視し、ずれの 大小に応じて、 "Perfect", "Great", "Good", "Poor", "Miss"を、ノーッ表示部 2 21に表示するとともに、その発生頻度をカウントする。 CPU201は、これらの発生頻 度に基づいて、所定のパラメータの一部または全部について、プレーヤの成績を決 定する。この例では、パラメータは、以下の 7つである。ただし、パラメータの種類や数 は、一次ゲームの作り方に応じて 、かようにも設定可能である。 [0042] The CPU 201 monitors the difference between the operation timing and the input timing of the operation signal, and selects "Perfect", "Great", "Good", "Poor", "Miss" according to the magnitude of the difference. Displayed on the display unit 221, and the occurrence frequency is counted. The CPU 201 Based on the degree, the player's score is determined for some or all of the predetermined parameters. In this example, there are the following seven parameters. However, the type and number of parameters can be set in this way depending on how the primary game is created.
(a)スキルポイント:" Perfect"、 "Great", "Good", "Poor"の発生頻度に応じて演 算される。  (a) Skill points: Calculated according to the frequency of occurrence of “Perfect”, “Great”, “Good”, and “Poor”.
(b)最大コンボ数:コンボ数は" Miss"の発生間隔を示し、最大コンボ数はミスの発生 間隔のうち最長の間隔を示す。  (b) Maximum combo number: The combo number indicates the occurrence interval of “Miss”, and the maximum combo number indicates the longest interval among the occurrence intervals of misses.
(c)難易度:プレーヤによって選択される楽曲の難易度である (前記図 5参照)。 (c) Difficulty level: The difficulty level of the music selected by the player (see FIG. 5).
(d)残りライフ量:" Miss"の発生に応じて所定の値が減算されることにより演算される (d) Remaining life amount: Calculated by subtracting a predetermined value according to the occurrence of "Miss"
(e)ランク:プレーヤが属するランクである。 (e) Rank: The rank to which the player belongs.
(f) "Perfect"の数:一曲演奏して!/、る間の "Perfect"の総数である。  (f) Number of “Perfect”: This is the total number of “Perfect” during a song!
(g)スコア:前記 (a)〜 (f)の各パラメータの値と所定の計算式とに基づ 、て演算され る。 ( g ) Score: Calculated based on the values of the parameters ( a ) to (f) and a predetermined calculation formula.
[0043] 図 7は、音楽ゲーム終了時のリザルト画面の一例である。 CPU201は、ゲーム終了 後、スキルポイント 71 (図中「EXTREME」86%)、最大コンボ数 72 (図中「MAXCO MBO」 234 (96%)、ランク 73 (図中「S」)、スコア 74 (図中「SCORE」 35468269) などを、モニタ 206に表示させる。  FIG. 7 is an example of a result screen at the end of the music game. At the end of the game, CPU201 has skill points 71 ("EXTREME" 86% in the figure), maximum combo number 72 ("MAXCO MBO" 234 (96% in the figure), rank 73 ("S" in the figure), score 74 ( In the figure, “SCORE” 35468269) is displayed on the monitor 206.
[0044] (3)二次ゲームによるゲーム成績の評価  [0044] (3) Evaluation of game results by secondary game
次に、一次ゲームとしての音楽ゲームに本発明を適用した場合の、二次ゲームによ るゲーム成績の評価について説明する。  Next, the evaluation of the game result by the secondary game when the present invention is applied to the music game as the primary game will be described.
[0045] (3— 1)センターサーバの機能構成  [0045] (3-1) Functional configuration of center server
図 8は、センターサーバ 100の CPU101の機能構成を示す説明図である。 CPU1 01は、個人データ収集手段 111及び対戦相手選択手段 112を有している。これらの 手段の説明に先立ち、個人データについて説明する。  FIG. 8 is an explanatory diagram showing a functional configuration of the CPU 101 of the center server 100. The CPU 101 has personal data collection means 111 and opponent selection means 112. Prior to the explanation of these means, personal data will be explained.
[0046] 図 9は、個人データの概念説明図である。個人データは、センターサーバ 100のデ ータ蓄積部 105に記憶されている。この例では、個人データは、「プレーヤ 」、「プ レーャ名」、「認証情報」、「カード 」、「ランク」、「パラメータ累計成績」及び「二次ゲ ーム累計成績」を、 1レコードに含む。「プレーヤ ID」は、プレーヤを識別する識別情 報である。「プレーヤ名」は、プレーヤの氏名である。「認証情報」は、プレーヤの認証 に用いられるパスワードや暗証番号である。「カード ID」は、プレーヤが所有するカー ドを識別する識別情報である。なお、各カードにはカード IDが記録されている。「ラン ク」は、プレーヤが所属するランクを示す。この例では、二次ゲームで所定回数勝利 する毎に、センターサーバ 100はプレーヤのランクを更新する。「パラメータ累計成績 」は、プレーヤが過去に行った一次ゲームにおける、各パラメータ毎の成績の累計値 (以下、ノラメータ累計成績という)を示す。各パラメータ毎の累計値は、ある一種類 の一次ゲームで演算されるパラメータ毎の成績の累計値であってもよ 、し、異なる種 類の一次ゲームや異なるバージョンの一次ゲームで共通に評価されるパラメータ成 績の累計値であってもよい。「二次ゲーム累計成績」は、あるランクにおける二次ゲー ムの勝敗それぞれの総数を示す。ランクが変化すれば、二次ゲーム累計成績はリセ ットされる。 FIG. 9 is a conceptual explanatory diagram of personal data. The personal data is stored in the data storage unit 105 of the center server 100. In this example, the personal data includes “player”, “player name”, “authentication information”, “card”, “rank”, “parameter cumulative results”, and “secondary data”. 1 record is included in one record. “Player ID” is identification information for identifying a player. “Player name” is the name of the player. “Authentication information” is a password or personal identification number used for player authentication. “Card ID” is identification information for identifying a card owned by the player. Each card has a card ID recorded therein. “Rank” indicates the rank to which the player belongs. In this example, every time the secondary game is won a predetermined number of times, the center server 100 updates the rank of the player. “Parameter cumulative score” indicates the cumulative value of the score for each parameter (hereinafter referred to as “normometer cumulative score”) in the primary game played by the player in the past. The cumulative value for each parameter may be the cumulative value for each parameter calculated in a certain type of primary game, and it is evaluated in common for different types of primary games and different versions of primary games. It may be the cumulative value of the parameter performance. “Secondary game cumulative results” indicates the total number of secondary game wins and losses at a certain rank. If the rank changes, the secondary game cumulative results will be reset.
[0047] 再び図 9を参照し、個人データ収集手段 111及び対戦相手選択手段 112の機能を 説明する。個人データ収集手段 111は、各ゲーム端末装置 200から個人データを受 信し、データ蓄積部 105を更新する。例えば、ゲーム端末装置 200から受信した二 次ゲームの結果により、あるプレーヤの二次ゲームにおける勝利回数が所定回数を 超えた場合、個人データ収集手段 111はそのプレーヤがランクアップするよう個人デ ータを更新する。  Referring to FIG. 9 again, the functions of the personal data collection unit 111 and the opponent selection unit 112 will be described. The personal data collection unit 111 receives personal data from each game terminal device 200 and updates the data storage unit 105. For example, if the result of the secondary game received from the game terminal device 200 indicates that the number of wins in the secondary game of a player exceeds a predetermined number, the personal data collection means 111 causes the personal data to be ranked up. Update.
[0048] 対戦相手選択手段 112は、ゲーム端末装置 200からの要求に応じ、二次ゲームの 対戦相手を選択する。対戦相手選択手段 112は、例えば、プレーヤ IDを含む要求を 受け付けると、そのプレーヤ IDと同じランクに属する別のプレーヤ IDを選択する。選 択されたプレーヤ IDのパラメータ累計成績は、個人データ収集手段 111により要求 元ゲーム端末装置 200に送信される。これを受信した要求元ゲーム端末装置 200は 、パラメータ累計成績に基づ!、て二次ゲームを実行する。  [0048] The opponent selection means 112 selects an opponent of the secondary game in response to a request from the game terminal device 200. For example, upon receiving a request including a player ID, the opponent selection means 112 selects another player ID belonging to the same rank as the player ID. The parameter accumulated results of the selected player ID are transmitted to the request source game terminal device 200 by the personal data collecting means 111. The request source game terminal device 200 that has received this executes the secondary game based on the accumulated parameter results!
[0049] (3- 2)ゲーム端末装置の機能構成  [0049] (3- 2) Functional configuration of game terminal device
図 10は、ゲーム端末装置 200の CPU201の機能構成を示す説明図である。 CPU 201は、判定手段 211、結果表示手段 212、循環手段 213、指定受付手段 214及び 勝敗決定手段 215を有して 、る。 FIG. 10 is an explanatory diagram showing a functional configuration of the CPU 201 of the game terminal device 200. CPU 201 includes determination means 211, result display means 212, circulation means 213, designation receiving means 214 and It has a win / loss determination means 215.
[0050] (3— 2— 1)判定手段 [0050] (3— 2— 1) Judgment means
〔優劣判定〕  [Advantage]
判定手段 211は、プレーヤによる一次ゲームの終了後、他のプレーヤのパラメータ 累計成績をセンターサーバ 100に要求してこれを取得する。判定手段 211は、一次 ゲームで得られたプレーヤのパラメータ毎の成績を、プレーヤのパラメータ累計成績 にパラメータ毎に加算し、プレーヤのパラメータ累計成績を更新する。判定手段 211 は、更新したパラメータ累計成績と他のプレーヤのパラメータ累計成績とを、パラメ一 タ毎に比較する。この比較は、一次ゲームで評価される全パラメータについて行って もよいし、一部のパラメータについてだけ行ってもよい。次いで、判定手段 211は、比 較結果に基づいて、パラメータ毎に、他のプレーヤに対するプレーヤの優劣を判定 する。なお、プレーヤのパラメータ累計成績は、一次ゲームの開始前に、他の個人デ ータと共にセンターサーバ 100からダウンロードされる(後述するメイン処理のステツ プ S4参照)。  After the primary game by the player is completed, the determination means 211 requests the parameter cumulative results of other players from the center server 100 and acquires them. The determination unit 211 adds the score for each parameter of the player obtained in the primary game to the parameter total score for the player for each parameter, and updates the parameter total score for the player. The judging means 211 compares the updated parameter cumulative results with the parameter cumulative results of other players for each parameter. This comparison may be performed for all parameters evaluated in the primary game, or only for some parameters. Next, the determination unit 211 determines the superiority or inferiority of the player with respect to other players for each parameter based on the comparison result. Note that the player's accumulated parameter results are downloaded from the center server 100 together with other personal data before the start of the primary game (see step S4 of the main process described later).
[0051] なお、一次ゲームで用いられる各パラメータの一部または全部をそのまま二次ゲー ムでの比較項目とし、一次ゲームで求められる各パラメータの値をそのまま比較して 優劣判定を行ってもよいが、そうでなくてもよい。例えば、一次ゲームにおける複数の ノ ラメータの値を組み合わせたものを、二次ゲームでの比較項目としてもよい。一例 として、前述の(2-3)で述べた音楽ゲームでの 7つのパラメータのうちの 6つを用い、 二次ゲームでの比較項目の値を次のように決定することができる。以下の例で、比較 項目 1は、一次ゲームのパラメータのうち 2つを組み合わせて比較項目とした例であ る。比較項目 2〜6は、一次ゲームのパラメータをそのまま二次ゲームでの比較項目 に用いた例である。  [0051] Note that some or all of the parameters used in the primary game may be used as comparison items in the secondary game as they are, and the values of the parameters obtained in the primary game may be compared as they are to determine superiority or inferiority. But it doesn't have to be. For example, a combination of a plurality of parameter values in the primary game may be used as a comparison item in the secondary game. As an example, using six of the seven parameters in the music game described in (2-3) above, the value of the comparison item in the secondary game can be determined as follows. In the following example, comparison item 1 is an example in which two of the primary game parameters are combined for comparison. Comparison items 2 to 6 are examples in which the primary game parameters are used as they are for comparison items in the secondary game.
[0052] (比較項目 1) = (難易度) + (スキルポイント) [0052] (Comparison item 1) = (Difficulty) + (Skill points)
(比較項目 2) = (最大コンボ数)  (Comparison item 2) = (Maximum number of combos)
(比較項目 3) = (難易度)  (Comparison item 3) = (Difficulty)
(比較項目 4) = (残りライフ量)  (Comparison item 4) = (Remaining life amount)
(比較項目 5) = ("Perfectの数") (比較項目 6) = (スキルポイント) (Comparison item 5) = ("Number of Perfect") (Comparison item 6) = (Skill points)
いずれにしても、判定手段 211は、二次ゲームにおける比較項目の値を、それぞれ のプレーヤのパラメータ累計成績に基づいて求め、これを対比して各比較項目にお けるプレーヤの優劣を決定する。言い換えれば、判定手段 211は、一次ゲームにお けるパラメータに基づく所定の比較項目毎にプレーヤの成績と他のプレーヤの成績 とを比較し、比較結果に基づいて各比較項目毎にプレーヤの優劣を判断する。つま り、プレーヤのパラメータの項目数と他のプレーヤのパラメータの項目数とが異なって いても、両者に共通するパラメータの成績に基づいて比較項目の値を算出すること で、二次ゲーム対戦が可能である。また、プレーヤ及び対戦相手のパラメータ累計成 績に含まれる共通のパラメータのうち、一部のパラメータの成績に基づいて、比較及 び優劣判定を行ってもよい。従って、プレーヤと二次ゲームの対戦相手とで実行した 一次ゲームが異なっていても二次ゲームを実行することができる。  In any case, the determination unit 211 obtains the value of the comparison item in the secondary game based on the accumulated parameter results of the respective players, and compares them to determine the superiority or inferiority of the player in each comparison item. In other words, the determination means 211 compares the player's score with the score of another player for each predetermined comparison item based on the parameters in the primary game, and determines the player's superiority or inferiority for each comparison item based on the comparison result. to decide. In other words, even if the number of parameter items of the player is different from the number of parameter items of the other players, the value of the comparison item is calculated based on the performance of the parameters common to both, so that the secondary game match can be achieved. Is possible. Further, among the common parameters included in the parameter cumulative results of the player and the opponent, comparison and superiority / inferiority determination may be performed based on the results of some parameters. Therefore, even if the primary game executed by the player and the opponent of the secondary game is different, the secondary game can be executed.
[0053] 〔メッセージの表示〕 [0053] [Display message]
判定手段 211は、プレーヤの二次ゲーム累計成績を参照し、勝ち数が所定数に達 していれば昇段試験通知画面を出力する。例えば、 6勝ごとにランクアップする場合 、勝ち数が 5勝に達していれば、所定の昇段試験通知画面が出力される。図 11は、 昇段試験通知画面の一例を示す説明図である。この画面により、プレーヤは、次に 行われる二次ゲームで勝利すれば、ランクアップできることを自覚する。  The determination unit 211 refers to the accumulated secondary game score of the player, and outputs the ascending test notification screen if the number of wins reaches a predetermined number. For example, when ranking up every 6 wins, if the number of wins has reached 5 wins, a predetermined ascending test notification screen is output. FIG. 11 is an explanatory diagram showing an example of the ascending test notification screen. From this screen, the player realizes that if the player wins the next secondary game, the player can rank up.
[0054] (3— 2— 2)結果表示手段 [0054] (3— 2— 2) Result display means
結果表示手段 212は、対決画面をモニタ 206に表示させる。  The result display means 212 displays the confrontation screen on the monitor 206.
[0055] 〔対決画面〕 [0055] [Confrontation screen]
図 12は、結果表示手段 212により表示される対決画面の一例を示す説明図である 。対決画面では、前記判定手段 211が算出した各比較項目毎の優劣判定の結果が 、画面横方向に沿って配列された判定結果フィールド F1に表示される。各判定結果 フィールド F1は、各パラメータに一対一に対応する。この例では、判定結果は「勝」ま たは「負」の!、ずれかの値で表示されて!、る。図面左端の判定結果フィールド F1から 順に、「体力」、「胆力」、「敏捷」、「腕力」、「技術」及び「体重」の各比較項目に付い ての判定結果が表示されて ヽる。 [0056] なお、二次ゲームで用いられる各比較項目の名称「体力」、「胆力」 · · ·は、一次ゲ ームで用いられる各パラメータの名称「スキルポイント」、「最大コンボ数」 · · ·と一致し てもよいし、一致しなくてもよい。 FIG. 12 is an explanatory diagram showing an example of a confrontation screen displayed by the result display unit 212. On the confrontation screen, the result of superiority or inferiority for each comparison item calculated by the determination means 211 is displayed in a determination result field F1 arranged along the horizontal direction of the screen. Each determination result field F1 corresponds to each parameter one to one. In this example, the judgment result is displayed as “win” or “negative”! From the judgment result field F1 on the left side of the drawing, the judgment results for the comparison items “physical strength”, “biliary”, “agility”, “arm strength”, “technique” and “weight” are displayed. [0056] The names of the comparative items used in the secondary game are “physical strength” and “boldness”. The names of the parameters used in the primary game are “skill points” and “maximum number of combos”. · May or may not match.
[0057] 〔二値化〕  [0057] [binarization]
結果表示手段 212は、判定結果を二値の値で表示することが好ましい。例えば、結 果表示手段 212は、プレーヤが他のプレーヤよりも勝っていると判定された比較項目 については、判定結果を「勝」として表示し、プレーヤが逆に劣っていると判定された 比較項目については、判定結果を「負」として表示することが挙げられる。このように 判定結果を二値で表示することで、「勝」または「負」の 、ずれが多 、かをプレーヤが 一見して判別し、自己に有利な状況か否かを容易に把握できる。また、判定結果を 二値化することにより、後で述べるように判定結果フィールド配列 FAや参照マーク R Mが循環している間に、「勝」フィールドに参照マーク RMが位置するタイミングをプレ ーャが狙いやすくなる。  The result display unit 212 preferably displays the determination result as a binary value. For example, the result display means 212 displays the determination result as “win” for the comparison item determined that the player is superior to the other players, and the comparison is determined that the player is inferior. For items, the determination result may be displayed as “negative”. By displaying the judgment result in binary as described above, the player can easily determine whether there is a lot of deviation, such as “win” or “negative”, and can easily grasp whether or not the situation is advantageous to himself / herself. . In addition, by binarizing the determination result, the player can determine the timing at which the reference mark RM is positioned in the “win” field while the determination result field array FA and the reference mark RM are circulating as described later. It becomes easy to aim.
[0058] 〔判定結果フィールドの表示形態〕 [Display form of judgment result field]
結果表示手段 212は、二値の値をそれぞれ異なる表示形態で表示してもよい。例 えば、「勝」と「負」とをそれぞれ異なる色彩で表示することにより、プレーヤは「勝」と「 負」とを区別しやすくなる。ひいては、プレーヤにより勝機を与え、プレーヤの参戦意 欲を高めることができる。また、「勝」フィールドの幅や高さを、「負」フィールドに比して 大きく表示することも考えられる。  The result display unit 212 may display the binary values in different display forms. For example, by displaying “win” and “negative” in different colors, the player can easily distinguish between “win” and “negative”. As a result, the player can have a chance to win and the player's willingness to participate can be increased. In addition, the width and height of the “Win” field may be displayed larger than the “Negative” field.
[0059] 〔追加フィールドの表示〕 [0059] [Display additional fields]
結果表示手段 212は、判定結果フィールド F1に、二値の値をそれぞれ同数フィー ルドずつ加えた合成配列を、判定結果フィールド配列 FAとして表示してもよい。図 1 2では、「勝」及び「負」フィールド F2が 1つずつ右端に追加された判定結果フィール ド配列 FAの表示例を示している。追加フィールド F2を追カ卩し、かっこれを表示する ことにより、次のような効果がある。すなわち、二次ゲームにおける比較項目の全てに おいてプレーヤが全敗であっても、所定数ずつ「勝」及び「負」フィールドが追加され れば、プレーヤには勝機力 Sもれなく付与される。つまり、プレーヤは、「勝」を狙うこと により、二次ゲームで一発逆転を狙うことができる。これは、プレーヤのスキル次第で は、二次ゲームに逆転勝利できることを意味する。言い換えれば、一次ゲームのスキ ルが乏しいプレーヤであっても、二次ゲームで「勝」をうまくねらえば、二次ゲームで 勝利する可能性があることになる。 The result display unit 212 may display a composite array obtained by adding the same number of binary values to the determination result field F1 as the determination result field array FA. FIG. 12 shows a display example of the judgment result field array FA in which the “win” and “negative” fields F2 are added to the right end one by one. Adding the additional field F2 and displaying the parentheses has the following effects. In other words, even if the player loses all of the comparison items in the secondary game, if the “win” and “negative” fields are added by a predetermined number, the player is given the winning ability S without fail. In other words, the player can aim for a single reversal in the secondary game by aiming for “win”. This depends on the skill of the player Means you can win the secondary game in reverse. In other words, even a player who lacks the skill of the primary game may win the secondary game if he or she successfully wins the secondary game.
[0060] 逆に、プレーヤが一次ゲームで優れた成績を残せば、二次ゲームでの各比較項目 で「勝」となる可能性が上がり、二次ゲームにおける勝機は多くなる。従って、プレー ャは、一次ゲームの段階から、二次ゲームでの勝機を高めるために、 自己のベストを 尽くすようになる。その結果、二次ゲームでプレーヤに有利な判定結果が出れば、プ レーャは一次ゲームでの努力が報われた満足感を味わうことができる。なお、仮に全 比較項目においてプレーヤが全勝しても、「勝」及び「負」フィールドが同数ずつ追カロ されるので、プレーヤが二次ゲームに勝利する可能性は 100%ではない。これにより [0060] On the other hand, if the player leaves an excellent result in the primary game, the possibility of winning each comparison item in the secondary game increases, and the chances of winning in the secondary game increase. Thus, from the primary game stage, players will do their best to increase the chances of winning the secondary game. As a result, if a determination result advantageous to the player is obtained in the secondary game, the player can enjoy the satisfaction that the effort in the primary game is rewarded. Even if the player wins all the comparison items, the number of “win” and “negative” fields will be increased by the same number, so the possibility that the player will win the secondary game is not 100%. This
、一次ゲームで優れた成績を収めたプレーヤにも、二次ゲームのゲームとしての面白 みを付与することができる。このようにして、高いスキルを持つプレーヤもそうでないプ レーャも、やる気と上達意欲と参戦意欲とがー段と刺激される結果となる。なお、「勝」 及び「負」フィールドをそれぞれ同数加えるのは、プレーヤに不公平感を抱かせな!/ヽ ためである。 Also, a player who has achieved excellent results in the primary game can be given interest as a secondary game. In this way, both highly skilled players and non-skilled players will be stimulated more motivated, willing to improve and willing to participate. The reason for adding the same number of “win” and “negative” fields is to prevent the player from feeling unfair!
[0061] なお、図 12とは異なり、判定結果を示す対決画面には、追加フィールド F2を必ずし も表示しなくてもよい。また、結果表示手段 212は、最初は追加フィールド F2を表示 しない状態で対決画面を表示し、その後追加フィールド F2を追加表示してもよい。こ うすれば、各比較項目毎の判定結果を事実そのままにプレーヤに伝え、かつ追加フ ィールド F2が付与されたことをプレーヤに通知することができる。  [0061] Unlike FIG. 12, the additional field F2 does not necessarily have to be displayed on the confrontation screen showing the determination result. Further, the result display means 212 may initially display the confrontation screen without displaying the additional field F2, and then may additionally display the additional field F2. In this way, the determination result for each comparison item can be transmitted to the player as it is, and the player can be notified that the additional field F2 has been added.
[0062] (3— 2— 3)循環手段  [0062] (3-2-3) Circulation means
循環手段 213は、判定結果フィールド配列 FAと、所定の参照マーク RMと、の両方 または一方の表示位置を、判定結果フィールド配列 FAの配列方向に沿って移動さ せる。これにより、判定結果フィールド配列 FAを、参照マーク RMに対し、相対的に 循環させる。判定結果フィールド配列 FAには、前述の追加フィールド F2が含まれて いてもよい。  The circulation means 213 moves the display position of both or one of the determination result field array FA and the predetermined reference mark RM along the alignment direction of the determination result field array FA. As a result, the determination result field array FA is circulated relative to the reference mark RM. The determination result field array FA may include the additional field F2 described above.
[0063] 〔判定結果フィールド配列の循環〕  [0063] [Cycle of judgment result field array]
図 13 (a)は、判定結果フィールド配列 FAが循環する説明図である。判定結果フィ 一ルド配列 FAを循環させる手順は、次の通りである。循環手段 213は、判定結果フ ィールド配列 FAの各フィールド位置を、フィールドの配列方向(図中 A方向及び B方 向)に沿って一定距離だけずらし、再度表示する。これを繰り返すことにより、各パラメ ータに対応するフィールド位置を循環させる。例えば、各判定結果フィールド F1を図 中 A方向(図中右方向)にずらしていき、右端に達したフィールドは反対側の左端に 移動し、再び右端に向力つてずれていく。ずれ量は、所定ドット数でもよいし、ーフィ 一ルドの幅でもよい。これを繰り返すことで、横一列の判定結果フィールド配列 FAは 右方向に一定速度で循環する。判定結果フィールド配列 FAが循環する場合、参照 マーク RMは、所定位置、例えば左力 4つめのフィールド位置に固定されていても よいし、後述するように判定結果フィールドの配列方向に沿って循環してもよい。なお 、循環方向は、所定時間毎に切り替わってもよい。 FIG. 13A is an explanatory diagram in which the determination result field array FA circulates. Judgment result field The procedure for circulating the array of FA is as follows. The circulation means 213 shifts each field position of the determination result field array FA by a predetermined distance along the field array direction (A direction and B direction in the figure), and displays it again. By repeating this, the field position corresponding to each parameter is circulated. For example, each judgment result field F1 is shifted in the direction A in the figure (right direction in the figure), and the field that has reached the right end moves to the left end on the opposite side, and then shifts toward the right end again. The shift amount may be a predetermined number of dots or a field width. By repeating this, the judgment result field array FA in the horizontal row circulates at a constant speed in the right direction. When the determination result field array FA circulates, the reference mark RM may be fixed at a predetermined position, for example, the fourth field position of the left force, or circulates along the determination result field array direction as described later. May be. The circulation direction may be switched every predetermined time.
[0064] 〔参照マークの循環〕  [0064] [circulation of reference marks]
図 13 (b)は、参照マーク RMが循環する説明図である。循環手段 213は、判定結 果フィールド F1の配列方向(図中 A方向及び B方向)に沿って所定の参照マーク R Mを一定距離ずつずらして再表示することを繰り返すことにより、参照マーク RMを一 定速度で循環させることができる。ずれ量は、所定ドット数でもよいし、一フィールドの 幅でもよい。例えば図 13 (b)において、参照マーク RMが A方向(図中右方向)に一 フィールド分ずつずれていく場合、右端まで達した参照マーク RMは、左端に移動し 、再び右端に向かって 1つずつずれていく。これを繰り返すことで、参照マーク RMは 横一列の判定結果フィールド配列 FAに沿って右方向に循環する。このとき、判定結 果フィールド配列 FAは停止して 、てもよ 、し、判定結果フィールドの配列方向に沿 つて循環してもよい。参照マーク RMは、判定結果フィールド配列 FAのいずれのフィ 一ルドかを特定するマークであれば、特に限定されない。例えば、あるフィールドを強 調する強調マークやランプ、あるフィールドの拡大表示などが挙げられる。  FIG. 13B is an explanatory diagram in which the reference mark RM circulates. The circulation means 213 unifies the reference mark RM by repeatedly shifting the predetermined reference mark RM by a predetermined distance along the arrangement direction (A direction and B direction in the figure) of the determination result field F1. It can be circulated at a constant speed. The amount of deviation may be a predetermined number of dots or the width of one field. For example, in Fig. 13 (b), when the reference mark RM is shifted by one field in the A direction (right direction in the figure), the reference mark RM that has reached the right end moves to the left end and moves toward the right end again. Shifts one by one. By repeating this, the reference mark RM circulates in the right direction along the determination result field array FA in one horizontal row. At this time, the determination result field array FA may be stopped, or may be circulated along the determination result field array direction. The reference mark RM is not particularly limited as long as it is a mark that specifies which field of the determination result field array FA. For example, emphasis marks and lamps that highlight a field, and an enlarged display of a field.
[0065] 〔判定結果フィールド配列及び参照マークの循環〕  [Cycle of judgment result field array and reference mark]
参照マーク RMと判定結果フィールド配列 FAとがともに循環する場合、参照マーク RMの循環方向は判定結果フィールド配列 FAの循環方向と同方向または逆方向で ある。ただし、判定結果フィールド配列 FAと参照マーク RMとを同方向に循環させる 場合、両者の循環速度が同じにならないように調整する。こうすることで、参照マークWhen the reference mark RM and the judgment result field array FA circulate together, the circulation direction of the reference mark RM is the same as or opposite to the circulation direction of the judgment result field array FA. However, the judgment result field array FA and the reference mark RM are circulated in the same direction. In such a case, the circulation speed is adjusted so as not to be the same. This way, the reference mark
RMと判定結果フィールド配列 FAとは、互いに他方に対して相対的に循環し、相対 的な循環速度は一定となる。相対的な循環速度が一定であれば、プレーヤは自分に 有利な判定結果をねら 、やすくなる。 The RM and the judgment result field array FA circulate relative to each other, and the relative circulation speed is constant. If the relative circulation speed is constant, the player can easily aim for a determination result that is advantageous to him.
[0066] 〔追加フィールドを含む配列の循環〕  [0066] [Cycle of array including additional fields]
図 13 (a)、 (b)に示すように、循環手段 213は、追加フィールド F2を含む判定結果 フィールド配列 FAを循環させてもょ 、。追加フィールドを含む判定結果フィールド配 列 FAと参照マーク RMとは、互いに他方に対して相対的に循環する。  As shown in FIGS. 13 (a) and 13 (b), the circulation means 213 may circulate the determination result field array FA including the additional field F2. The judgment result field array FA including the additional field and the reference mark RM circulate relative to each other.
[0067] 〔その他〕  [0067] [Others]
なお、判定結果フィールド配列 FA及び参照マーク RMの循環方向は、判定結果フ ィールド F1の配列形態に応じて変化する。例えば、判定結果フィールド F1が環状に 配列されている場合、循環方向は時計回りまたは反時計回りである。また例えば、判 定結果フィールド F1が縦一列に配列されている場合、循環方向は上から下またはそ の逆である。  Note that the circulation direction of the determination result field array FA and the reference mark RM changes depending on the arrangement form of the determination result field F1. For example, when the determination result field F1 is arranged in a ring shape, the circulation direction is clockwise or counterclockwise. For example, when the judgment result field F1 is arranged in a vertical line, the circulation direction is from top to bottom or vice versa.
[0068] また、判定結果フィールド配列 FAと参照マーク RMとの相対的な循環速度は、プレ ーャが「勝」フィールドをねらうことができ、かつプレーヤにとって 100発 100中になら ない程度の速度が好ましい。例えば、図 13に示す 6つの判定結果フィールド F1及び 2つの追加フィールドが判定結果フィールド配列 FAに含まれて 、る場合、判定結果 フィールド配列 FAが 0. 1〜0. 5秒で一巡する程度の速度が好ましい。ただし、循環 速度は、各フィールドの大きさ、モニタ 206のサイズ、判定結果の表示形態など様々 な要因により変化する。  [0068] Further, the relative circulation speed between the determination result field array FA and the reference mark RM is such that the player can aim at the “win” field and the player does not have 100 out of 100. preferable. For example, in the case where six judgment result fields F1 and two additional fields shown in FIG. 13 are included in the judgment result field array FA, the judgment result field array FA takes a cycle of 0.1 to 0.5 seconds. Speed is preferred. However, the circulation speed varies depending on various factors such as the size of each field, the size of the monitor 206, and the display form of the judgment result.
[0069] (3— 2— 4)指定受付手段  [0069] (3— 2— 4) Designated acceptance means
指定受付手段 214は、判定結果フィールド配列 FAや参照マーク RMが循環して ヽ る間に、参照マーク RMがいずれかの判定結果フィールド F1に位置するタイミングの 指定をプレーヤから受け付ける。指定受付手段 214は、指定を受け付けると、循環を 停止させた二次ゲーム結果画面を表示する。図 14は、プレーヤ力 指定を受け付け て循環を停止させた二次ゲーム結果画面の一例である。この例では、参照マーク R Mは判定結果フィールド F1の拡大表示として示されており、左力 4つめの「勝」フィ 一ルドに参照マーク RMが位置して!/、る。 The designation receiving means 214 receives from the player the designation of the timing at which the reference mark RM is positioned in one of the determination result fields F1 while the determination result field array FA and the reference mark RM are circulating. When receiving the designation, the designation receiving means 214 displays the secondary game result screen in which the circulation is stopped. FIG. 14 is an example of a secondary game result screen in which the player power designation is accepted and circulation is stopped. In this example, the reference mark RM is shown as an enlarged display of the decision result field F1, and the 4th “win” field for the left force is shown. The reference mark RM is located in the field! /
[0070] (3- 2- 5)勝敗決定手段  [0070] (3- 2- 5) Win / Lose Determination Method
勝敗決定手段 215は、プレーヤに指定されたタイミングにおいて、参照マーク RM が位置する判定結果フィールド F1の値に従って、二次ゲームにおけるプレーヤの勝 敗を決定する。図 14の例では、参照マーク RMは「勝」フィールドに位置しているので 、プレーヤは二次ゲームに勝利したと判断される。さらに、勝敗決定手段 215は、二 次ゲーム開始前に終了した一次ゲームにおける各パラメータ毎の成績と、二次ゲー ムでの勝敗結果と、をセンターサーバ 100に送信する。  The winning / losing determining means 215 determines the player's winning or losing in the secondary game according to the value of the determination result field F1 where the reference mark RM is located at the timing designated by the player. In the example of FIG. 14, since the reference mark RM is located in the “win” field, it is determined that the player has won the secondary game. Further, the winning / losing determining means 215 transmits the score for each parameter in the primary game that ended before the start of the secondary game and the winning / losing result in the secondary game to the center server 100.
[0071] (4)処理の流れ  [0071] (4) Process flow
(4 1)メイン処理の流れ  (4 1) Flow of main processing
図 15は、ゲーム端末装置 200が行うメイン処理の流れの一例を示すフローチャート である。ゲーム端末装置 200の電源が投入されると、下記の処理が開始される。  FIG. 15 is a flowchart showing an example of the flow of main processing performed by the game terminal device 200. When the game terminal device 200 is powered on, the following processing is started.
[0072] ステップ S1〜2 : CPU201は、デモ画面を表示しながらゲームの実行の指示を待 機する(Sl)。例えば、コインが投入され、磁気カードがカードリーダ'ライタ 212に挿 入されると(S2)、ステップ S3に移行する。 [0072] Steps S1-2: The CPU 201 waits for an instruction to execute a game while displaying a demo screen (Sl). For example, when a coin is inserted and a magnetic card is inserted into the card reader / writer 212 (S2), the process proceeds to step S3.
[0073] ステップ S3 : CPU201は、カードリーダ'ライタ 212が読み込んだカード IDを取得す る。 Step S3: The CPU 201 acquires the card ID read by the card reader / writer 212.
[0074] ステップ S4 : CPU201は、読み込んだカード IDをセンターサーバ 100に送信し、力 ード IDに応じた個人データをダウンロードする。ダウンロードされる個人データには、 認証情報、ノ メータ累計成績及び二次ゲーム累計成績が含まれる。次いで、 CPU 201は、プレーヤに対してパスワードなどの認証情報の入力を要求する。 CPU201 は、入力された認証情報と個人データに含まれる認証情報とを比較することにより、 カード IDに対応づけられたプレーヤ本人かどうかを確認する。  Step S4: The CPU 201 transmits the read card ID to the center server 100, and downloads personal data corresponding to the force ID. Downloaded personal data includes authentication information, accumulated meter results, and accumulated secondary game results. Next, the CPU 201 requests the player to input authentication information such as a password. The CPU 201 compares the input authentication information with the authentication information included in the personal data to confirm whether or not the player is associated with the card ID.
[0075] ステップ S5 : CPU201は、一次ゲームを実行する。ゲームの実行は、本メイン処理 とは独立に行われる。  Step S5: The CPU 201 executes the primary game. Game execution is performed independently of this main process.
[0076] ステップ S6〜S7 : CPU201は、一次ゲームが終了すると(S6)、二次ゲームでの対 戦相手の選択及びその対戦相手のパラメータ累計成績をセンターサーバ 100に要 求する(S7)。この要求には、カード IDが含まれている。要求を受信したセンターサー ノ 100の CPU101は、プレーヤと同一のランクに属する他のプレーヤの中力も対戦 相手を選択し、その対戦相手のパラメータ累計成績をゲーム端末装置 200に送信す る。 Steps S6 to S7: When the primary game ends (S6), the CPU 201 requests the opponent server selection in the secondary game and the parameter accumulated results of the opponent from the center server 100 (S7). This request includes a card ID. The center server that received the request The CPU 101 of the CPU 100 also selects the opponent of the other players belonging to the same rank as the player, and transmits the accumulated parameter results of the opponent to the game terminal device 200.
[0077] ステップ38〜310 :じ?11201は、対戦相手のパラメータ累計成績をセンターサー ノ 100から受信すると(S8)、二次ゲームでの比較項目毎の成績をプレーヤ及び対 戦相手について求め、比較項目毎にプレーヤの優劣を判定する(S9)。判定結果は 、前記対決画面により表示される(S10)。  [0077] Steps 38-310: Ji? Upon receiving the opponent's accumulated parameter results from the center servo 100 (S8), 11201 obtains the results of each comparison item in the secondary game for the player and the opponent, and determines the superiority or inferiority of the player for each comparison item. (S9). The determination result is displayed on the confrontation screen (S10).
[0078] ステップ S11〜S12 : CPU201は、センターサーバ 100からステップ S4で受信した 二次ゲーム累計成績に含まれる勝ち数に基づ 、て、昇段試験通知を出力するか否 かを判断する。例えば 6勝する毎にランクアップする場合、勝ち数が 5勝に達していれ ば" Yes"と判断し、前記昇段試験通知画面を出力して所定時間経過後にステップ S 13に移行する。 "No"と判断すると、ステップ S13に移行する。  Steps S11 to S12: The CPU 201 determines whether or not to output an ascending test notification based on the number of wins included in the cumulative secondary game score received from the center server 100 in step S4. For example, in the case of ranking up every 6 wins, if the number of wins reaches 5 wins, “Yes” is determined, and the ascending test notification screen is output, and after a predetermined time has passed, the process proceeds to step S 13. If "No" is determined, the process proceeds to step S13.
[0079] ステップ S13 : CPU201は、後述する二次ゲームサブルーチンを実行し、二次ゲー ムでの勝敗結果を決定する。  Step S13: The CPU 201 executes a secondary game subroutine, which will be described later, and determines a win / loss result in the secondary game.
[0080] ステップ S14 : CPU201は、実行した一次ゲームの結果が反映された最新のパラメ ータ累計成績と、二次ゲームの勝敗結果と、をセンターサーバ 100に送信する。セン ターサーバ 100では、受信データに基づく二次ゲーム累計成績の更新が行われる。 二次ゲーム累計成績における勝ち数が所定数になった場合、ランクの更新及び二次 ゲーム累計成績のリセットも行われる。その後ステップ S1に戻り、次のゲーム開始を 待機する。なお、この処理は、ゲーム端末装置 200の電源オフにより終了する。  Step S14: The CPU 201 transmits to the center server 100, the latest parameter cumulative result reflecting the result of the executed primary game and the result of winning and losing the secondary game. In the center server 100, the secondary game cumulative score is updated based on the received data. When the number of wins in the secondary game cumulative score reaches a predetermined number, the rank is updated and the secondary game cumulative score is also reset. Then return to step S1 and wait for the next game to start. This process ends when the game terminal device 200 is powered off.
[0081] (4 2)二次ゲームサブルーチン  [0081] (4 2) Secondary game subroutine
図 16は、二次ゲームサブルーチンの処理の流れの一例を示すフローチャートであ る。前記メイン処理において、ステップ S 13に移行すると、以下の処理が開始される。  FIG. 16 is a flowchart showing an example of the processing flow of the secondary game subroutine. In the main process, when the process proceeds to step S13, the following process is started.
[0082] ステップ S21〜S23 : CPU201は、対決画面で表示された判定結果フィールド配 列 FAと、所定の参照マーク RMと、を互いに相対的に循環させる(S21)。説明を容 易にするために、参照マーク RMは固定され、判定結果フィールド配列 FAが循環す る場合を考える。 CPU201は、判定結果フィールド配列 FAを循環させながら、所定 時間が経過するまでプレーヤからのタイミングの指示を待機する(S22、 S23)。 [0083] ステップ S24〜S25 : CPU201は、プレーヤからタイミングの指定を受け付けると(S 22)、その時点で参照マーク RMが位置する判定結果フィールド F1の値を、二次ゲ ームの結果とする。また CPU201は、プレーヤからの指定があった時点で判定結果 フィールド配列 FAの循環を停止し、二次ゲーム結果画面を表示する(S25)。 Steps S21 to S23: The CPU 201 circulates the determination result field array FA displayed on the confrontation screen and the predetermined reference mark RM relatively to each other (S21). For ease of explanation, consider the case where the reference mark RM is fixed and the judgment result field array FA circulates. The CPU 201 waits for a timing instruction from the player until a predetermined time elapses while circulating the determination result field array FA (S22, S23). [0083] Steps S24 to S25: When the CPU 201 receives the timing specification from the player (S22), the value of the determination result field F1 at which the reference mark RM is located is set as the secondary game result. . Further, the CPU 201 stops the circulation of the determination result field array FA at the time designated by the player, and displays the secondary game result screen (S25).
[0084] ステップ S26: CPU201は、判定結果フィールド配列 FAの循環開始後、所定時間 経過後もプレーヤ力 タイミングの指定がな 、場合、 V、ずれかの判定結果フィールド F1を選択し(S26)、そのフィールドの値を二次ゲームの結果として表示する(S27, S25)。  [0084] Step S26: The CPU 201 selects the judgment result field F1 of V or deviation if the player force timing is not designated even after a predetermined time has elapsed after the circulation of the judgment result field array FA is started (S26), The value of the field is displayed as the result of the secondary game (S27, S25).
[0085] このサブルーチンで決定する二次ゲームの結果は、前記メイン処理にぉ 、て、セン ターサーバ 100に送信される。  The result of the secondary game determined in this subroutine is transmitted to the center server 100 after the main process.
[0086] (5)効果 [0086] (5) Effect
本ゲーム成績評価方法では、音楽ゲームなどの一次ゲームで評価されるパラメ一 タ毎に、プレーヤ同士の一次ゲームでの成績を比較する。より具体的には、二次ゲ ームで用いる比較項目の値は、一次ゲームで評価されたパラメータに基づ 、て 、る。 このような比較項目の値に基づいて二次ゲームでのプレーヤの勝敗を決定するので 、二次ゲームでの勝敗には一次ゲームでのプレーヤの実績が間接的に評価されて いることになる。し力も、優劣の判定結果に基づく勝敗の決定には、コンピュータによ るいささかの操作も介入していないことがプレーヤに対して明確である。そのため、二 次ゲームの勝敗についてプレーヤの納得を得られやすい。さらに、比較項目に基づ く判定結果だけ見れば敗戦の色が濃厚な状況にあっても、プレーヤは自分のスキル 次第で自分に有利な判定結果を狙うことができる。これは、「努力の結果が報われる」 というインセンティブを、プレーヤに与えることになる。例えば N個のパラメータ中、「優 」が 1つしかない場合でも、プレーヤは 1つしかない「優」を狙うことに成功すれば、二 次ゲームに勝つことができる。逆に、一次ゲームで成績のよかったプレーヤは、判定 結果に「優」が多くなる可能性が高まり、二次ゲームでの勝率を高めることができる。  In this game performance evaluation method, the performance in the primary game between the players is compared for each parameter evaluated in the primary game such as a music game. More specifically, the value of the comparison item used in the secondary game is based on the parameters evaluated in the primary game. Since the player's win / loss in the secondary game is determined based on the value of such a comparison item, the player's performance in the primary game is indirectly evaluated for the win / loss in the secondary game. However, it is clear to the player that there is no intervention by the computer in the determination of victory or defeat based on the judgment result of superiority or inferiority. Therefore, it is easy to obtain the player's consent for winning or losing the secondary game. Furthermore, if only the judgment result based on the comparison item is seen, even if the color of the defeat is rich, the player can aim for a judgment result that is advantageous to him / her depending on his / her skill. This gives players an incentive to "reward the outcome of their efforts". For example, even if there is only one “Excellent” among N parameters, the player can win the secondary game if he / she succeeds in targeting only “Excellent”. Conversely, a player who has a good score in the primary game is more likely to have “excellent” in the determination result, and the win rate in the secondary game can be increased.
[0087] また、一次ゲームの後に二次ゲームを実行することで、一次ゲームでのプレーヤの 実績を単に評価するだけにとどまらない付加価値、すなわち別ゲームの楽しみを、プ レーャに提供することができる。 [0088] このように、いかなるスキルのプレーヤにとっても、二次ゲームの勝敗をゲーム装置 任せではなく自らの手で決める余地があるため、プレーヤは得られた結果に納得で きる。その一方で、プレーヤの一次ゲームにおける成績や二次ゲームにおける自己 のスキルが二次ゲームの勝敗に反映されるため、二次ゲームを行うために必要な一 次ゲームへの参戦意欲や、二次ゲームに対する面白みが刺激される結果となる。 [0087] Further, by executing the secondary game after the primary game, it is possible to provide the player with an added value that is not limited to merely evaluating the player's achievement in the primary game, that is, enjoyment of another game. it can. [0088] As described above, a player of any skill has a room to decide the win or loss of the secondary game by his / her own hands instead of relying on the game device, so the player can be satisfied with the obtained result. On the other hand, the player's primary game results and secondary game's own skills are reflected in the secondary game's wins and losses, so the willingness to participate in the primary game necessary to play the secondary game, The result is an exciting game.
[0089] <その他の実施形態例 >  <Other Embodiments>
(A)判定結果フィールド配列 FAの表示形態は、図 12に示した例だけでなぐ他に 様々な形態が考えられる。例えば、判定結果フィールド F1が環状に配列されていて もよ 、。また例えば、判定結果フィールド配列 FAが縦一列や斜め方向に沿って配列 されていてもよい。さらに例えば、判定結果フィールド配列 FAは、必ずしも一方向に 沿っていなくてよぐ N字状や U字状などでもよい。つまり、判定結果フィールド配列 F Aが循環可能な形態であれば特に限定されない。  (A) The display form of the judgment result field array FA is not limited to the example shown in FIG. For example, the judgment result field F1 may be arranged in a ring shape. Further, for example, the determination result field array FA may be arranged along a single vertical line or in an oblique direction. Further, for example, the determination result field array FA may not be necessarily along one direction but may be an N shape or a U shape. That is, there is no particular limitation as long as the determination result field array F A can be circulated.
[0090] 図 17は、判定結果フィールド F1の別の配列形態を示す。この例では、判定結果フ ィールド F1は環状に配置されている。また参照マーク RMは、相撲で行司が手にす る軍配を模した形状で示されている。同図(a)では、参照マーク RMは固定され、判 定結果フィールド F1が時計回りまたは反時計回りに回転する。同図(b)では、参照マ ーク RMが時計回りまたは反時計回りに回転する。  FIG. 17 shows another arrangement form of the determination result field F1. In this example, the determination result field F1 is arranged in a ring shape. Also, the reference mark RM is shown in a shape that mimics the army handed by Gyoku in sumo. In the figure (a), the reference mark RM is fixed and the judgment result field F1 rotates clockwise or counterclockwise. In FIG. 5 (b), the reference mark RM rotates clockwise or counterclockwise.
[0091] また、別の例として、判定結果フィールド F1を、ルーレットに用いられるホイールの スロットに模した形状とし、「勝」フィールドに相当するスロットの背景色を赤で、「負」フ ィールドに相当するスロットの背景色を黒で、それぞれ表示することも考えられる。た だし、スロットは 38個ではなぐ一次ゲームで用いられるパラメータ数か、またはパラメ ータ数と追加フィール度数とを足した数である。この場合、ルーレットのボールに模し た参照マークを、ホイール内の固定位置に表示する力、またはホイール内で一定方 向に循環させながら表示するとよい。このように、様々な判定結果フィールド F1の配 列形態や循環方向が考えられる。  [0091] As another example, the determination result field F1 has a shape imitating a slot of a wheel used for roulette, the background color of the slot corresponding to the "win" field is red, and the "negative" field is set. It may be possible to display the background color of the corresponding slot in black. However, the number of slots is the number of parameters used in the primary game, not 38, or the number of parameters plus the additional feel frequency. In this case, a reference mark imitating a roulette ball may be displayed with the force displayed at a fixed position in the wheel or circulating in a fixed direction within the wheel. In this way, the arrangement form and circulation direction of various judgment result fields F1 can be considered.
[0092] (B)前記第 1実施形態では、音楽ゲームが一次ゲームである場合を示したが、一次 ゲームはこれだけに限定されない。少なくとも 1つのパラメータについてプレーヤを評 価するゲームであれば、一次ゲームとすることができる。他の一次ゲームとしては、育 成ゲーム、サッカーゲーム、シュミレーシヨンゲームを例示することができる。 (B) In the first embodiment, the music game is the primary game, but the primary game is not limited to this. A game that evaluates a player for at least one parameter may be a primary game. Other primary games include education Examples of the game are a game, a soccer game, and a simulation game.
[0093] (C)上記の方法をコンピュータ上で実行するためのプログラム及びそのプログラム を記録したコンピュータ読み取り可能な記録媒体は、本発明の範囲に含まれる。ここ で、プログラムは、ダウンロード可能なものであっても良い。記録媒体としては、コンビ ユータが読み書き可能なフレキシブルディスク、ハードディスク、半導体メモリ、 CD- ROM, DVD,光磁気ディスク(MO)、その他のものが挙げられる。  (C) A program for executing the above method on a computer and a computer-readable recording medium on which the program is recorded are included in the scope of the present invention. Here, the program may be downloadable. Examples of the recording medium include a flexible disk, hard disk, semiconductor memory, CD-ROM, DVD, magneto-optical disk (MO), and the like that can be read and written by a computer.
産業上の利用可能性  Industrial applicability
[0094] 本発明に係るゲーム成績評価方法は、ゲーム成績を所定の評価項目に基づ 、て 評価するあらゆるゲームに適用可能である。 The game score evaluation method according to the present invention can be applied to any game in which the game score is evaluated based on a predetermined evaluation item.

Claims

請求の範囲 The scope of the claims
[1] 所定の評価項目毎のプレーヤの成績を評価するゲーム成績評価方法であって、 前記評価項目毎に、プレーヤの成績と他のプレーヤの成績とを比較し、比較結果 に基づ!/、て前記評価項目毎に前記プレーヤの優劣を判定する判定ステップと、 前記評価項目毎の判定結果を、所定方向に沿って配列して表示する結果表示ス テツプと、  [1] A game performance evaluation method for evaluating a player's performance for each predetermined evaluation item, comparing the performance of a player with the performance of another player for each evaluation item, and based on the comparison result! / A determination step for determining the superiority or inferiority of the player for each evaluation item, and a result display step for displaying the determination results for each evaluation item arranged in a predetermined direction;
前記評価項目毎の判定結果の表示位置及び Zまたは所定の参照マークの表示位 置を、前記判定結果の配列方向に沿って移動させ、前記判定結果の配列を前記参 照マークに対して相対的に循環させる循環ステップと、  The display position of the determination result for each of the evaluation items and the display position of Z or a predetermined reference mark are moved along the array direction of the determination result, and the array of the determination result is relative to the reference mark. Circulating steps to circulate,
前記循環ステップにおける循環中に、前記参照マークがいずれかの判定結果に位 置するタイミングの指定をプレーヤ力 受け付ける指定受付ステップと、  A designation receiving step for accepting a player's ability to designate the timing at which the reference mark is positioned in any of the determination results during circulation in the circulation step;
前記指定されたタイミングにおいて前記参照マークが位置する判定結果に従って、 前記プレーヤの勝敗を決定する勝敗決定ステップと、  A win / loss determination step of determining whether the player wins or loses according to a determination result in which the reference mark is positioned at the specified timing;
を含むことを特徴とする、ゲーム成績評価方法。  A game performance evaluation method comprising:
[2] 前記循環ステップは、前記評価項目毎の判定結果の表示位置を、前記判定結果 の配列方向に沿って一つずつずらして再度表示することを繰り返すことにより、前記 評価項目毎の判定結果の表示位置を循環させることを特徴とする、請求項 1に記載 のゲーム成績評価方法。  [2] In the circulation step, the determination result for each evaluation item is repeatedly displayed by shifting the display position of the determination result for each evaluation item one by one along the arrangement direction of the determination result. The game score evaluation method according to claim 1, wherein the display position of is circulated.
[3] 前記循環ステップは、前記参照マークを、前記評価項目毎の判定結果の配列方向 に沿って循環させることを特徴とする、請求項 1または 2に記載のゲーム成績評価方 法。  [3] The game score evaluation method according to claim 1 or 2, wherein the circulation step circulates the reference mark along an arrangement direction of determination results for each evaluation item.
[4] 前記判定ステップは、ネットワークを介して接続されるコンピュータ端末から、前記 評価項目毎の他のプレーヤの成績を受信することを特徴とする、請求項 1、 2または 3 に記載のゲーム成績評価方法。  [4] The game result according to claim 1, wherein the determination step receives a result of another player for each of the evaluation items from a computer terminal connected via a network. Evaluation methods.
[5] 前記結果表示ステップにおいて、判定結果は第 1の値または第 2の値の何れかで 表示されることを特徴とする、請求項 1〜4のいずれかに記載のゲーム成績評価方法  [5] The game score evaluation method according to any one of claims 1 to 4, wherein, in the result display step, the determination result is displayed as either the first value or the second value.
[6] 前記結果表示ステップにおいて、判定結果は第 1の値または第 2の値の何れかで 表示され、 [6] In the result display step, the determination result is either the first value or the second value. Displayed,
前記循環ステップは、前記評価項目毎の判定結果の配列に前記第 1の値及び前 記第 2の値をそれぞれ同数ずつ加えて合成配列を生成し、前記合成配列と前記参 照マークとを互 ヽに対して相対的に循環させる、  In the circulation step, the same number of the first value and the second value are respectively added to the determination result array for each evaluation item to generate a composite array, and the composite array and the reference mark are interchanged. Circulate relative to the kite,
ことを特徴とする、請求項 1〜5の 、ずれかに記載のゲーム成績評価方法。  The game performance evaluation method according to any one of claims 1 to 5, characterized in that:
[7] 前記結果表示ステップ及び前記循環ステップは、前記第 1の値と第 2の値とを、そ れぞれ異なる表示形態で表示することを特徴とする、請求項 5または 6に記載のゲー ム成績評価方法。 7. The result display step and the circulation step display the first value and the second value in different display forms, respectively. Game performance evaluation method.
[8] 所定の評価項目毎のプレーヤの成績を評価するゲーム成績評価装置であって、 前記評価項目毎に、プレーヤの成績と他のプレーヤの成績とを比較し、比較結果 に基づ!/、て前記評価項目毎に前記プレーヤの優劣を判定する判定手段と、 前記評価項目毎の判定結果を、所定方向に沿って配列して表示する結果表示手 段と、  [8] A game performance evaluation device for evaluating a player's performance for each predetermined evaluation item, comparing the performance of a player with the performance of another player for each evaluation item, and based on the comparison result! / Determining means for determining the superiority or inferiority of the player for each evaluation item; and a result display means for displaying the determination results for each evaluation item arranged in a predetermined direction;
前記評価項目毎の判定結果の表示位置及び Zまたは所定の参照マークの表示位 置を、前記判定結果の配列方向に沿って移動させ、前記判定結果の配列を前記参 照マークに対して相対的に循環させる循環手段と、  The display position of the determination result for each of the evaluation items and the display position of Z or a predetermined reference mark are moved along the array direction of the determination result, and the array of the determination result is relative to the reference mark. Circulation means for circulating
前記循環手段による循環中に、前記参照マークがいずれかの判定結果に位置す るタイミングの指定をプレーヤ力 受け付ける指定受付手段と、  Designation accepting means for accepting a player's ability to designate the timing at which the reference mark is located in any of the determination results during circulation by the circulation means;
前記指定されたタイミングにおいて前記参照マークが位置する判定結果に従って、 前記プレーヤの勝敗を決定する勝敗決定手段と、  Winning / losing determining means for determining the player's winning / losing according to a determination result of the reference mark being positioned at the specified timing;
を含むことを特徴とする、ゲーム成績評価装置。  A game performance evaluation apparatus comprising:
[9] 所定の評価項目毎のプレーヤの成績を評価するコンピュータが実行するゲーム成 績評価プログラムであって、 [9] A game performance evaluation program executed by a computer for evaluating a player's performance for each predetermined evaluation item,
前記評価項目毎に、プレーヤの成績と他のプレーヤの成績とを比較し、比較結果 に基づ!/、て前記評価項目毎に前記プレーヤの優劣を判定する判定手段、 前記評価項目毎の判定結果を、所定方向に沿って配列して表示する結果表示手 段、  For each evaluation item, a player's score is compared with the results of other players, and based on the comparison result, determination means for determining the superiority or inferiority of the player for each evaluation item, determination for each evaluation item A result display means for displaying the results arranged in a predetermined direction;
前記評価項目毎の判定結果の表示位置及び Zまたは所定の参照マークの表示位 置を、前記判定結果の配列方向に沿って移動させ、前記判定結果の配列を前記参 照マークに対して相対的に循環させる循環手段、 Display position of judgment result for each evaluation item and display position of Z or predetermined reference mark A circulating means for moving the device along the arrangement direction of the determination results, and circulating the arrangement of the determination results relative to the reference mark,
前記循環手段による循環中に、前記参照マークがいずれかの判定結果に位置す るタイミングの指定をプレーヤ力 受け付ける指定受付手段、及び  Designation accepting means for accepting a player's ability to designate the timing at which the reference mark is located in any of the determination results during circulation by the circulation means; and
前記指定されたタイミングにおいて前記参照マークが位置する判定結果に従って、 前記プレーヤの勝敗を決定する勝敗決定手段、  Win / loss determination means for determining the player's win / loss according to a determination result of the reference mark being positioned at the specified timing;
として前記コンピュータを機能させることを特徴とする、ゲーム成績評価装置。  A game performance evaluation apparatus, characterized by causing the computer to function as:
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US20080161078A1 (en) 2008-07-03
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US7988545B2 (en) 2011-08-02

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